monobehaviour
Table of Contents
MonoBehaviour
Event Functions
Reset()
- Reset is only called in editor mode.
- Very useful to setup values for your attributes, i.e. find a child component.
- Use it with the RequireComponent attribute to always get a reference for your component.
Awake()
- Awake will still be called for disabled components on enabled objects.
Start()
- Start is guaranteed to be called before the first FixedUpdate() or Update() for this component.
- If no FixedUpdate() or Update() events are defined, Start will be run at the end of the frame the object awoke on.
OnDisable/OnDestroy()
- Both events are not affected by script execution order.
- Scene is traversed from each root separately in unspecified (non-hierarchy) order, e.g. [root 1 and all its children], [root 2 and all its children]. “root” being a top-level GameObject in scene.
- All OnDisable calls are performed before all OnDestroy calls within a single root.
- Only root GameObject
activeSelf
is changed, for children it will not be changed. - Components are traversed in the order they appear in Inspector, top to bottom.
- OnDisable:
- Call order: same as hierarchy, child before parent.
activeInHierarchy
propagation can be unfinished for the following siblings and their children.
- OnDestroy:
- Call order: same as hierarchy, parent before child.
(Above Tested with 2017.4 and an opened Scene running in play mode in editor by stopping the play mode, may differ for other versions/situations)
OnBecameVisible()
- Does not get called if the game object is rendered by a ugui CanvasRenderer
OnBecameInvisible()
- Does not get called if the game object is rendered by a ugui CanvasRendererPlugin Backlinks: Nothing was found.
monobehaviour.txt · Last modified: 2025/01/15 04:35 by 127.0.0.1