**A brief overlook**
Unless your games only going to be made up of 1 scene, your going to need to mess with your build settings.
Start with going to:
File>Build Settings...
or by pressing Ctrl+Shift+B
Scenes In Build contains all the scene that will be made in the game when you click build. The number next to the scene name is how you would reference in the script.
Platform window contains all the platforms you can build for. XBox360 and PS3 need contracts though. I don't know how to obtain those. The default platform when you start a new project is PC and Mac Standalone.
When you build with a web player it will give you the file, and then an html file that will open in your default internet browser.
To Load a Level in a script...
Application.LoadLevel(Level #);
This will load what ever level that you put, going by it's number in the build settings. So to load the level in the picture, I'd simply say:
Application.LoadLevel(0);
or I could say....
Application.LoadLevel("4inmornin");
Yay for simplicity.
Unless your games only going to be made up of 1 scene, your going to need to mess with your build settings.
Start with going to:
File>Build Settings...
or by pressing Ctrl+Shift+B
Scenes In Build contains all the scene that will be made in the game when you click build. The number next to the scene name is how you would reference in the script.
Platform window contains all the platforms you can build for. XBox360 and PS3 need contracts though. I don't know how to obtain those. The default platform when you start a new project is PC and Mac Standalone.
When you build with a web player it will give you the file, and then an html file that will open in your default internet browser.
To Load a Level in a script...
Application.LoadLevel(Level #);
This will load what ever level that you put, going by it's number in the build settings. So to load the level in the picture, I'd simply say:
Application.LoadLevel(0);
or I could say....
Application.LoadLevel("4inmornin");
Yay for simplicity.
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