How To Change Scenes In Unity

Changing Scenes in Unity 3D What the Scene Manager library is most used for is switching between scenes. It’s one of the simplest things to do but very important to the making of a “Scene 2” game.To create a new Scene, right-click in the content panel area and select Create > Scene. Here what we want to do is we can skip between scenes with the click of a button (user interface element). We can do this in many different ways but for ease of understanding we will use the simplest way. We’ll create a SceneChanger Object that will handle all the scene change code (whatever its small). Generally when a scene is changed from one scene to another, all instances of game objects, scripts, etc that belong to that scene are destroyed and those from the new scene are loaded. Another method is to use the DontDestroyOnLoad() function which will maintain an object reference across scene changes but this will also be covered in another tutorial

Create SceneChanger and Prefab . objects

Okay, back to Unity, in the Hierarchy tab of “Scene1”, create an empty Game Object and name it “SceneChanger” (do it yourself).Game object imageMake sure that its position and rotation are at <0,0,0> and the rate at <1,1,1> in Transform. It doesn’t affect the operation but a good practice is to keep the GameObjects that only own their transform set to the root. Now add a script to the “SceneChanger” object and name it “SceneChanger”. (do it yourself). Now open the script in MonoDevelop/Visual Studio and enter the following code in it: using topqa.infoactions; use topqa.inforic; use UnityEngine; use topqa.infoeManagement; public class SceneChanger: MonoBehaviour {public void ChangeScene (string sceneName) {topqa.infoScene (name); } public void Exit() {topqa.info(); }} In this code we have included the topqa.infoeManagement library which allows us to use the SceneManager class.Read more: Breath of the Wild: How to Kill the Igneo Talus In the ChangeScene (string name) function we take as input a string name sceneName. It is then passed into the topqa.infoScene() function. This function loads the new scene identified by its name (if it exists). In the Exit() function, we use the topqa.info() function. This function has the basic task of exiting the application i.e. a function similar to the red X or the close button at the top right of the screen. Here we have created an object. Now to create its Prefab just select the object in the Hierarchy and drag-drop it inside the Assets folder in the Project tab. After doing this, you will see a blue block with the same name of the object. This is the object assembler.Scene change imageNow save the scene and double click “Scene2”. In this scene, simply drag and drop the SceneChanger assembly to the Viewport or Hierarchy tabs. An instance of SceneChanger will be created.

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Create UI and Prefab

We created a SceneChanger object in the previous section. Now we will create the UI, in the UI we will have a text object stating the scene name and a button that will change the scene for us. So right click on the Hierarchy tab and select User Interface > Dashboard. Change the color of the panel to any color you want (try it yourself). Right-click the Hierarchy tab and select User Interface > Text. Resize and place it anywhere you want (try it yourself). Then right-click the Hierarchy tab and select User Interface > Buttons. Resize and place it anywhere you want (try it yourself). Your final result should look like thisUI and PrefabNow change the text to “THIS IS Scenario 1”. Also change the text in the button to “CHANGE Scenario” (find the text object for the button that is a child of the node object). The results are as follows: Read more: how to get the upper hand in a relationshipChange scene imageNow select the Button object in the Hierarchy. In the Inspector tab, click the plus icon in the Button (Script) component.Check out the look of the imageWe get this in the Button (Script) window.Button script imageNow drag and drop the SceneChanger object from the Hierarchy tab into the object reference space (highlighted in red)Picture FunctionNow select the Function drop-down (highlighted in red). From the drop-down menu, choose SceneChanger > ChangeScene (string).Option Function of the buttonYou should now see an empty space below the Functions drop-down. Enter there “Scene2”. Here what we did is select the SceneChanger object and access the ChangeScene() function. “Scene2” is the input. Now whenever the button is pressed, the function ChangeScene() will be called and the scene will change to “Scene2”. Now do the same for “Scene2” but enter “Scene1” as input and change the text in Scene2 accordingly (Do it yourself). Now add the scenes to the Build Settings in the File menu. Doing this is required because without this Unity would not recognize the Scenes and no transition would take place between them. Now when you press play. Clicking the Button will cause the scene to change. NOTE: We have not implemented the Exit function as in the simulation (playing the scene in Unity) to be ignored. However, in the real build of the game, we can exit using Application, Exit(). Read more: How to clean braava jet m6 . washable pad

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