Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

SceneManager.CreateScene

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function CreateScene(sceneName: string): SceneManagement.Scene;
public static SceneManagement.Scene CreateScene(string sceneName);

Parameters

sceneName The name of the new scene. It cannot be empty or null, or same as the name of the existing scenes.

Returns

Scene A reference to the new scene that was created, or an invalid scene if creation failed.

Description

Create an empty new scene at runtime with the given name.

The new scene will be opened additively into the hierarchy alongside any existing scenes that are currently open. The path of the new scene will be empty. This function is for creating scenes at runtime. To create a scene at edit-time (for example, when making an editor script or tool which needs to create scenes), use EditorSceneManager.NewScene.

#pragma strict
import UnityEngine.SceneManagement;

var newScene: Scene = SceneManager.CreateScene("My New Scene");
using UnityEngine.SceneManagement;
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Scene newScene = SceneManager.CreateScene("My New Scene"); }