Complete the code to load the first scene in the build settings by its index.
SceneManager.LoadScene([1]);The first scene in Unity's build settings has index 0. Using LoadScene(0) loads that scene.
Complete the code to add a scene named "Level2" to the build settings scenes list.
EditorBuildSettingsScene newScene = new EditorBuildSettingsScene("Assets/Scenes/[1].unity", true);
To add a scene to build settings, specify its path. Here, "Level2" is the scene name.
Fix the error in the code to correctly get the total number of scenes in build settings.
int sceneCount = [1].Length;SceneManager.sceneCountInBuildSettings returns the total number of scenes in the build settings.
Fill both blanks to check if the current active scene is the last in build settings.
bool isLastScene = SceneManager.GetActiveScene().buildIndex [1] SceneManager.sceneCountInBuildSettings [2] 1;
The active scene's build index equals the total scenes minus 1 if it is the last scene.
Fill all three blanks to create a dictionary mapping scene names to their build indexes for all scenes in build settings.
var sceneDict = new Dictionary<string, int>() {
{ [1], [2] }
};
for (int i = 1; i < SceneManager.sceneCountInBuildSettings; i++) {
sceneDict.Add(SceneUtility.GetScenePathByBuildIndex(i).Split('/').Last().Replace(".unity", ""), i);
}This code initializes the dictionary with the first scene's name and index 0. It uses SceneUtility.GetScenePathByBuildIndex(0) to get the path, extracts the name, and sets index 0. The string "Main" is the scene name for the first entry.