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How come SceneManager.activeSceneChanged have two parameters?

Discussion in 'Scripting' started by thirdcoke, Sep 7, 2016.

  1. thirdcoke

    thirdcoke

    Joined:
    Nov 2, 2015
    Posts:
    8
    My unity version is 5.4.0f3. I want to implement a scene manager , which need to subscribe a event that will be raised when active scene has been changed. So I found SceneManager.activeSceneChanged in API reference. But there is no example and nothing about the parameters. I did some tests which is showing that the first parameter is always "null"(not null in C# I mean but refers to no scene, property buildIndex is always -1). I'm not sure if I did wrong way. Can anyone tell me the meaning of the first parameter? I'm appreciated.

    The signature of the event is:
    public static event UnityAction<Scene, Scene> activeSceneChanged;

    And here is my testing code:
    Code (CSharp):
    1. public class SceneTest : MonoBehaviour
    2. {
    3.     void Start()
    4.     {
    5.         DontDestroyOnLoad(this);
    6.  
    7.         SceneManager.activeSceneChanged += SceneManager_activeSceneChanged;
    8.     }
    9.  
    10.     private void SceneManager_activeSceneChanged(Scene arg0, Scene arg1)
    11.     {
    12.         Debug.LogFormat("[Arg1]{0} [Arg2]{1}", arg0.buildIndex, arg1.buildIndex);
    13.     }
    14.  
    15.     void Update()
    16.     {
    17.         if (Input.GetKeyDown(KeyCode.Alpha1))
    18.         {
    19.             Debug.Log("Load Scene 1");
    20.             SceneManager.LoadScene(0, LoadSceneMode.Single);
    21.         }
    22.         if (Input.GetKeyDown(KeyCode.Alpha2))
    23.         {
    24.             Debug.Log("Load Scene 2");
    25.             SceneManager.LoadScene(1, LoadSceneMode.Single);
    26.         }
    27.     }
    28. }
     
  2. takatok

    takatok

    Joined:
    Aug 18, 2016
    Posts:
    1,496
    Did some testing and:
    Arg1 = Previous Active Scene
    Arg2 = Current Active Scene

    When you use a standard LoadScene the old Scene is destroyed, so i think internally rather than giving you a null, it sets Arg1.name = "", buildindex = -1 and so on.

    If you use
    Code (CSharp):
    1. SceneManager.LoadScene("New Scene",LoadSceneMode.Additive);
    No call will be made at all. Because Additive loading just adds the NewScene , but keeps the Original Scene as the Active Scene.
    However if you then do this:
    Code (CSharp):
    1. Scene scene = SceneManager.GetSceneByName("New Scene");
    2.         SceneManager.SetActiveScene(scene);
    You changed scenes so activeChangedScene callback will get called:

    Arg1 = buildIndex = 0 , name = Original Scene <-- Old Active Scene
    Arg2 = buildIndex = 1, name = New Scene <--- Current Active Scene
     
    MGGDev, Anisoropos and Zullar like this.
  3. thirdcoke

    thirdcoke

    Joined:
    Nov 2, 2015
    Posts:
    8
    Yeah I think you're right. I noticed that the documentation is saying "Run-time data structure for *.unity file.".
    So the "reference"(Actually it's a struct, or let's say "copy") to a specific scene you kept in your script will become "null"(yeah looks weird, maybe Unity replace your copy with a null struct) once Unity unload the scene.

    This make sense at least, thanks!

     
  4. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    6,345
    You should complain about this kind of stuff in the documentation section - they're pretty good at getting it changed.

    I did it for you this time.
     
  5. thirdcoke

    thirdcoke

    Joined:
    Nov 2, 2015
    Posts:
    8
    Yeah I see it, thank you!