Are you sure that Start doesn't work, and not the code in event itself? Frytek yeah. Add a comment. Active Oldest Votes. According to Unity docs Start is called exactly once in the lifetime of the script. Improve this answer. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Joined: Nov 23, Posts: So if you have a game object with a script attached and in the inspector it's disabled, and when you enable that game object the Start function in the script is then activated?
KnightRiderGuy , Aug 20, Joined: Aug 6, Posts: You may want to read the "Execution Order of Event Functions" doc. Joined: Dec 5, Posts: 16, Kiwasi , Aug 20, Joined: May 23, Posts: Crispried , Aug 20, Joined: Oct 31, Posts: So, for anyone still confused This might be of interest to those who need to perform tasks before an object is actually 'instantiated' into the game.
This makes it useful for setting up the game object itself. It is not, however, the place to reference other objects as they may not be active yet. The definition for OnEnable directly from Unity. OnEnabled is unique because it is called every time the game object is enabled no matter how many times this happens. Put code here that needs to be executed each time the object is activated. The definition for Start directly from Unity. Start is where you want to execute any code that relies on other game objects being awake and enabled.
Unity gives us a great flow chart of the execution order in the documentation here. While this does help with visualizing the flow a single script goes through, another way to look at it is like so. As you can see, Awake will be called before the OnEnable method in the life cycle of a single object but there are no guarantees that the OnEnable method for one object will be called after the Awake method of another game object. Lewis Kelsey Lewis Kelsey 4 4 bronze badges. Sign up or log in Sign up using Google.
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