How to reload scene unity
How to reload scene unity
Scene Reloading
By default, Scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary Reloading is enabled. This means that when you enter Play Mode, Unity destroys all existing Scene GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary and reloads the Scene from disk. The time it takes for Unity to do this increases with the complexity of the Scene, which means that as your project gets more complex, you have to wait longer between the moment you press the Play button and the moment the Scene fully loads in the Editor.
Effects of skipping Scene Reload
To disable Scene Reloading:
When you disable Scene Reloading, the time it takes to start your application in the Editor is no longer representative of the startup time in the built version. Therefore, if you want to debug or profile exactly what happens during your project’s startup, you should enable Scene Reloading to more accurately represent the true loading time and processes that happen in the built version of your application.
Disabling Scene Reload should have minimal side effects on your project. However, because Scene Reloading is tightly connected to Domain Reload, there are a couple of important differences:
Scene Reloading
By default, Scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary Reloading is enabled. This means that when you enter Play Mode, Unity destroys all existing Scene GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary and reloads the Scene from disk. The time it takes for Unity to do this increases with the complexity of the Scene, which means that as your project gets more complex, you have to wait longer between the moment you press the Play button and the moment the Scene fully loads in the Editor.
Effects of skipping Scene Reload
To disable Scene Reloading:
When you disable Scene Reloading, the time it takes to start your application in the Editor is no longer representative of the startup time in the built version. Therefore, if you want to debug or profile exactly what happens during your project’s startup, you should enable Scene Reloading to more accurately represent the true loading time and processes that happen in the built version of your application.
Disabling Scene Reload should have minimal side effects on your project. However, because Scene Reloading is tightly connected to Domain Reload, there are a couple of important differences:
Scene Reloading
By default, Scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary Reloading is enabled. This means that when you enter Play Mode, Unity destroys all existing Scene GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary and reloads the Scene from disk. The time it takes for Unity to do this increases with the complexity of the Scene, which means that as your project gets more complex, you have to wait longer between the moment you press the Play button and the moment the Scene fully loads in the Editor.
Effects of skipping Scene Reload
To disable Scene Reloading:
When you disable Scene Reloading, the time it takes to start your application in the Editor is no longer representative of the startup time in the built version. Therefore, if you want to debug or profile exactly what happens during your project’s startup, you should enable Scene Reloading to more accurately represent the true loading time and processes that happen in the built version of your application.
Disabling Scene Reload should have minimal side effects on your project. However, because Scene Reloading is tightly connected to Domain Reload, there are a couple of important differences:
Scene Reloading
By default, Scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary Reloading is enabled. This means that when you enter Play Mode, Unity destroys all existing Scene GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary and reloads the Scene from disk. The time it takes for Unity to do this increases with the complexity of the Scene, which means that as your project gets more complex, you have to wait longer between the moment you press the Play button and the moment the Scene fully loads in the Editor.
Effects of skipping Scene Reload
To disable Scene Reloading:
When you disable Scene Reloading, the time it takes to start your application in the Editor is no longer representative of the startup time in the built version. Therefore, if you want to debug or profile exactly what happens during your project’s startup, you should enable Scene Reloading to more accurately represent the true loading time and processes that happen in the built version of your application.
Disabling Scene Reload should have minimal side effects on your project. However, because Scene Reloading is tightly connected to Domain Reload, there are a couple of important differences:
Scene Reloading
By default, Scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary Reloading is enabled. This means that when you enter Play Mode, Unity destroys all existing Scene GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary and reloads the Scene from disk. The time it takes for Unity to do this increases with the complexity of the Scene, which means that as your project gets more complex, you have to wait longer between the moment you press the Play button and the moment the Scene fully loads in the Editor.
Effects of skipping Scene Reload
To disable Scene Reloading:
When you disable Scene Reloading, the time it takes to start your application in the Editor is no longer representative of the startup time in the built version. Therefore, if you want to debug or profile exactly what happens during your project’s startup, you should enable Scene Reloading to more accurately represent the true loading time and processes that happen in the built version of your application.
Disabling Scene Reload should have minimal side effects on your project. However, because Scene Reloading is tightly connected to Domain Reload, there are a couple of important differences: