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SceneManager.UnloadScene

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public static function UnloadScene(sceneBuildIndex: int): bool;
public static bool UnloadScene(int sceneBuildIndex);
public static function UnloadScene(sceneName: string): bool;
public static bool UnloadScene(string sceneName);
public static function UnloadScene(scene: SceneManagement.Scene): bool;
public static bool UnloadScene(SceneManagement.Scene scene);

Parameters

sceneBuildIndex Index of the scene in the Build Settings to unload.
sceneName Name of the scene to unload.
scene Scene to unload.

Returns

bool Returns true if the scene is unloaded.

Description

Unloads all GameObjects associated with the given scene.

The given sceneName can either be the last part of the path, without .unity extension or the full path still without the .unity extension. The path has to be exactly as shown in the Build Settings Window. If only the scene name is given this will load the first scene in the list that matches. If you have multiple scenes with same name but different paths, you should use the full path.

Note that this is case insensitive.

Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadUnusedAssets.