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Obsolete
Use SceneManager.LoadScene

Application.LoadLevel

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public static function LoadLevel(index: int): void;
public static void LoadLevel(int index);
public static function LoadLevel(name: string): void;
public static void LoadLevel(string name);

Parameters

index The level to load.
name The name of the level to load.

Description

Loads the level by its name or index.

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 objects after the level has been loaded.

	// Load the level named "HighScore".

Application.LoadLevel ("HighScore");
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Example() { 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. Calling LoadLevel will update Application.loadedLevel and Application.loadedLevelName.

Note: Actual level change happens in the beginning of the next frame at the Inititialization stage prior to the first FixedUpdate call (see Execution Order of Event Functions):
- All game objects are being destroyed starting from root objects. OnDisable (if enabled) and OnDestroy callbacks are called for scripts.
- New objects are being initialized. Awake, OnEnable, Start callbacks are called for scripts.

See Also: Application.LoadLevelAsync, Application.LoadLevelAdditive, Application.LoadLevelAdditiveAsync.