int levelNu;
void Update()
{
Debug.Log(levelNu);
}
public void LoadNextScene()
{
int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
int nextSceneIndex;
nextSceneIndex = ++currentSceneIndex;
if (currentSceneIndex == SceneManager.sceneCountInBuildSettings)
{
nextSceneIndex = 0;
}
SceneManager.LoadScene(nextSceneIndex);
levelNu = currentSceneIndex;
}
int levelNu;
void Update()
{
Debug.Log(levelNu);
}
public void LoadNextScene()
{
int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
int nextSceneIndex;
nextSceneIndex = ++currentSceneIndex;
if (currentSceneIndex == SceneManager.sceneCountInBuildSettings)
{
nextSceneIndex = 0;
}
SceneManager.LoadScene(nextSceneIndex);
levelNu = currentSceneIndex;
}