I created a simple countdown timer that jumped to the next scene. I wanted to reuse the same script for this effect, two times. Instead of rewriting the same script, I needed to detect the current scene name so the script knows where to jump next. Here is how:
Include The Namespace
Include the SceneManagement namespace in your project:using UnityEngine.SceneManagement;
Get The Current Scene Name
Using the Start function you can grab the current scene name when the scene starts:string currentScene;
void Start() {
currentScene = SceneManager.GetActiveScene().name;
}
Load The Target Scene
Now that you have the current scene name, you can figure out what to do in your loop:if( currentScene == "Intro" ) {
SceneManager.LoadScene("MainMenu");
} else {
SceneManager.LoadScene("Intro");
}
I was confused for a sec that the .name was a member of GetActiveScene() but it was cleared up when I found an example on the Unity3D forum.