![]() ![]() Public void ChangeScene(string sceneName) ![]() Public class SceneChanger : MonoBehaviour Now open the script in MonoDevelop/Visual Studio and enter the following code in it: using System.Collections Now add a script to the “SceneChanger” object and also name it “SceneChanger”. It doesn’t affect the working but it is a good practice to keep GameObjects that possess only their transform to be placed at the origin. Make sure that its position and rotation are at and the scale is at in the Transform. Reference across scene changes but this well be touched upon in another tutorial SceneChanger Object Creation and PrefabĪlright, so back in Unity, in the Hierarchy tab of "Scene1", create an Empty Game Object and belonging to that scene are destroyed and the ones from the new one are loaded.Īnother method is to use the DontDestroyOnLoad() function which will maintain an object We will be creating a SceneChanger Object which will handle all the sceneĬhanging code (whatever little there is of it).Īlso generally when a scene is changed from one to another, all the instances of the game objects, ![]() We can do this in various ways but to facilitate understanding, we will be using the Here what we aim to do, is that we should be able to skip between scenes on the press of a button To create a new Scene, Right-Click in the assets panel area and select Create > Scene. Now in your Assets folder, create 2 new scenes and name them “Scene1” and “Scene2”. Most simplest things to do but is vital to the creation of a game What the Scene Management library is most used for is jumping between scenes. RigidBody Movement: velocity and AddForce().Prefab Instantiation with preset Properties. ![]()
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