Application.LoadLevel Manual     Reference     Scripting  
Scripting > Runtime Classes > Application
Application.LoadLevel

static function LoadLevel (index : int) : void

Description

Loads the level.

This function loads level by its index. You can see the indices of all levels using the File->Build Settings... menu in Unity. Before you can load a level you have to add it to the list of levels used in the game. Use File->Build Settings... in Unity and add the levels you need to the level list there.

JavaScripts
// Loads the level with index 0

Application.LoadLevel (0);

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Awake() {
Application.LoadLevel(0);
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Awake():
Application.LoadLevel(0)

When loading a new level all game objects that have been loaded before are destroyed. If you want to let an object survive when loading a new level, use Object.DontDestroyOnLoad.

static function LoadLevel (name : string) : void

Description

Loads the level by its name.

Before you can load a level you have to add it to the list of levels used in the game. Use File->Build Settings... in Unity and add the levels you need to the level list there. MonoBehaviour.OnLevelWasLoaded is called on all active game object's after the level has been loaded.

JavaScripts
// Load the level named "HighScore".

Application.LoadLevel ("HighScore");

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Awake() {
Application.LoadLevel("HighScore");
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Awake():
Application.LoadLevel('HighScore')

When loading a new level all game objects that have been loaded before are destroyed. If you want to let an object survive when loading a new level, use Object.DontDestroyOnLoad.