# How to load level 1 when the cutscene ends?

I use timeline for creating an opening cutscene and I want to load the first level after the cutscene ends. So, I decided to use timeline signals. I created a signal emitter at the end of the cutscene and added LoadGamePlay script to the signal receiver component. The problem is that the function doesn't show up in the dropdown menu. I can just select "string name" and write the scene name in the inspector. But this doesn't help so level 1 cannot be loaded. I'm not sure what I'm doing wrong.

using UnityEngine;
using UnityEngine.SceneManagement;

public class LoadGamePlay : MonoBehaviour
{
public string myScene = "";

{
}
}


• Did you drag a script file into where it says LoadGamePlay, rather than a GameObject with an instance of the LoadGamePlay component attached to it? You won't be able to reference any instance methods (methods without static in their declaration) unless you have a reference to an instance of the component, not the script that defines the class. Jul 6 at 14:47
• Yes! That was exactly the root of the problem. Thank you! I'll write this as an answer.
– Ali
Jul 7 at 10:22
• @DMGregory I just have a quick question since it is related to this one. The level 1 scene loads very quickly (less than a second). So I wanted to ask do I need to add a loading screen in between? For sure I'll add more content to the first level so this way it might take longer but even in that situation, I think a loading screen (or a loading bar) would be pointless.
– Ali
Jul 7 at 10:42
• It sounds like you've reasoned your way to your preferred answer there. Jul 7 at 11:13
• Yes, my preferred answer is to not have a loading screen in there but wasn't sure so that was why I asked it.
– Ali
Jul 8 at 15:23

2. Attached LoadGamePlay script to it as a component.
5. In the drop down menu, selected LoadGamePlay and then LoadLevel().