unity load scene
using UnityEngine.SceneManagement;
//Put this in whenever you want to load a scene
SceneManager.LoadScene("Scene name");
unity load scene
using UnityEngine.SceneManagement;
//Put this in whenever you want to load a scene
SceneManager.LoadScene("Scene name");
unity load scene
using UnityEngine.SceneManagement;
int buildIndex = 0;
//Load the scene with a build index
SceneManager.LoadScene(buildIndex);
load scene unity
using UnityEngine.SceneManagement
public class LoadScene : MonoBehavior
{
public string sceneToLoad = "Level2";
public void Start()
{
SceneManager.LoadScene(sceneToLoad);
}
}
loadscene unity
using UnityEngine;
using UnityEngine.SceneManagement;
public class Singleplayer : MonoBehaviour
{
public void LoadNextLevel()
{
//This will load the next scene in the buildIndex, e.g if in scene 3, go to scene 4
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
}
}
unity onpointerdown
//Attach this script to the GameObject you would like to have mouse clicks detected on
//This script outputs a message to the Console when a click is currently detected or when it is released on the GameObject with this script attached
using UnityEngine;
using UnityEngine.EventSystems;
public class Example : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
//Detect current clicks on the GameObject (the one with the script attached)
public void OnPointerDown(PointerEventData pointerEventData)
{
//Output the name of the GameObject that is being clicked
Debug.Log(name + "Game Object Click in Progress");
}
//Detect if clicks are no longer registering
public void OnPointerUp(PointerEventData pointerEventData)
{
Debug.Log(name + "No longer being clicked");
}
}
setparent unity
using UnityEngine;public class ExampleClass : MonoBehaviour
{
public GameObject child; public Transform parent; //Invoked when a button is clicked.
public void Example(Transform newParent)
{
// Sets "newParent" as the new parent of the child GameObject.
child.transform.SetParent(newParent); // Same as above, except worldPositionStays set to false
// makes the child keep its local orientation rather than
// its global orientation.
child.transform.SetParent(newParent, false); // Setting the parent to ‘null’ unparents the GameObject
// and turns child into a top-level object in the hierarchy
child.transform.SetParent(null);
}
}
Copyright © 2021 Codeinu
Forgot your account's password or having trouble logging into your Account? Don't worry, we'll help you to get back your account. Enter your email address and we'll send you a recovery link to reset your password. If you are experiencing problems resetting your password contact us