Silidrone
Silidrone

Reputation: 1581

Where is OnLevelWasLoaded on Unity 5?

In this new unity version, I think SceneManager is used. But I cant find how to do on level was loaded with SceneManager.

The old way :

void OnLevelWasLoaded(){
// do something
}

When I try the old way I get this:

OnLevelWasLoaded was found on MusicManager This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

I dont know how to use

SceneManager.sceneLoaded();

Dont know what to pass...

Upvotes: 8

Views: 13492

Answers (2)

Ghasem
Ghasem

Reputation: 15573

This is well explained in this post:

The old way:

 void OnLevelWasLoaded (int level)
 {
 //Do Something
 }

The new way:

     using UnityEngine.SceneManagement;
             void OnEnable()
             {
              //Tell our 'OnLevelFinishedLoading' function to start listening for a scene change as soon as this script is enabled.
                 SceneManager.sceneLoaded += OnLevelFinishedLoading;
             }

             void OnDisable()
             {
             //Tell our 'OnLevelFinishedLoading' function to stop listening for a scene change as soon as this script is disabled.
//Remember to always have an unsubscription for every delegate you
  subscribe to!
                 SceneManager.sceneLoaded -= OnLevelFinishedLoading;
             }

             void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
             {
                 Debug.Log("Level Loaded");
                 Debug.Log(scene.name);
                 Debug.Log(mode);
             }

Note that 'OnLevelFinishedLoading' is a name that I've made up. You can name your method whatever you like.

What you're seeing in the OnEnable and OnDisable functions are delegate subscriptions. This simply means that we are setting a function of our choice (in this case, OnLevelFinishedLoading) to listen to the SceneManager for a level change.

Also note, that since this delegate has two parameters (Scene and SceneMode), that you must include those two parameters as well - even if you don't plan on using that information in your function.

Upvotes: 3

Programmer
Programmer

Reputation: 125305

You have to sceneLoaded as an event.

Register sceneLoaded event in the Start() or Awake() function.

SceneManager.sceneLoaded += this.OnLoadCallback;

The OnLoadCallback function will then be called when scene is loaded.

The OnLoadCallback function signature:

void OnLoadCallback(Scene scene, LoadSceneMode sceneMode)
{

}

Upvotes: 12

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