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Unity Set Active Calls Start Again

Unity Lifecycle: Awake Vs OnEnable Vs Outset

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Introduction

When creating new C# scripts within Unity you lot will notice that the script is generated with two default methods, Outset and Update. These methods are part of the script lifecycle and are called in a predetermined order. In this postal service we will discuss the initialization lifecycle and the iii methods that make upward the phase.

Most

  • Field of study: Unity
  • Objective: To discuss the difference between Unity lifecycle methods.
  • Development Time: 8 min

Getting Started

Awake

The definition for Awake straight from Unity.

Awake: This function is always called before any Start functions and also just after a prefab is instantiated. (If a GameObject is inactive during start up Awake is not called until it is fabricated agile.)

Awake is the first thing that is chosen when an object is activated. This makes it useful for setting upwards the game object itself. It is not, however, the identify to reference other objects equally they may not exist active yet.

OnEnable

The definition for OnEnable directly from Unity.

  • OnEnable: (just called if the Object is active): This function is called just after the object is enabled. This happens when a MonoBehaviour case is created, such as when a level is loaded or a GameObject with the script component is instantiated.

OnEnabled is unique because it is called every time the game object is enabled no matter how many times this happens. Put code hither that needs to exist executed each time the object is activated.

Offset

The definition for Get-go straight from Unity.

  • Start: First is called before the first frame update but if the script instance is enabled.

Start is where yous want to execute any code that relies on other game objects beingness awake and enabled.

Hierarchy

Unity gives us a corking flow chart of the execution order in the documentation here. While this does assistance with visualizing the menses a single script goes through, some other way to await at it is like so.

Initialization stage 1

GameObject_1.Awake()

GameObject_1.OnEnable()

GameObject_2.Awake()

GameObject_2.OnEnable()

GameObject_3.Awake()

GameObject_3.OnEnable()

Initialization phase 2

GameObject_1.Beginning()

GameObject_2.Kickoff()

GameObject_3.Start()

Frame Update

As you tin see, Awake will be chosen before the OnEnable method in the life cycle of a unmarried object simply in that location are no guarantees that the OnEnable method for one object will be called subsequently the Awake method of another game object. The Start method will run later on all game objects have had the opportunity to run their Awake and OnEnable though.

Testing

You tin can examination this easily by setting up the following two scripts and attaching them to divide game objects. Nosotros will need to adhere a reference for the 2nd game object, Test2, to the first, Test1, inside the Unity editor.

          using System.Collections; using System.Collections.Generic; using UnityEngine;  public class Test1 : MonoBehaviour {     public GameObject test2;     void Awake()     {         Debug.Log("I am Exam 1 Awake()");     }     void Kickoff()     {         Debug.Log("I am Test 1 Commencement()");     }     void OnEnable()     {         Debug.Log("I am Test i OnEnable()");     }      void Update()     {     } }                  
          using System.Collections; using System.Collections.Generic; using UnityEngine;  public grade Test2 : MonoBehaviour {     void Awake()     {         Debug.Log("I am Test 2 Awake()");     }     void Starting time()     {         Debug.Log("I am Exam 2 Commencement()");     }     void OnEnable()     {         Debug.Log("I am Test 2 OnEnable()");     }  }                  

If nosotros offset our game now nosotros will come across that the Awake and OnEnable methods for a single object run independently of other objects.

Start methods volition run after Awake and OnEnable but call back they will only run once before the starting time frame update.

If we disable Test2 and run once more yous will see that none of the Test2 methods run.

Now if nosotros change our update method of Test1 to enable Test2 nosotros can see that all of the Test1'southward methods including Showtime run earlier all of the methods of Test2.

          using System.Collections; using System.Collections.Generic; using UnityEngine;  public form Test1 : MonoBehaviour {     public GameObject test2;     void Awake()     {         Debug.Log("I am Test 1 Awake()");     }     void Get-go()     {         Debug.Log("I am Exam 1 Start()");     }     void OnEnable()     {         Debug.Log("I am Exam 1 OnEnable()");     }      void Update()     {         if(test2.active == false)             test2.SetActive(truthful);     } }                  

We tin can change the update method 1 more time to demonstrate that Awake and Start simply run the showtime time Test2 is enabled.

                      void Update()     {         test2.SetActive(!test2.agile);     }                  

And as expected Test2.OnEnable ran 462 times while Test2.Awake and Test2.Start only ran once.

Hopefully, that helps analyze when and where to utilize the initialization methods. If you found this helpful and would like to see more manufactures on the Unity life bicycle delight leave a comment beneath letting us know what y'all desire to learn about next. As e'er thanks for stopping by. Stick effectually and check out more of our tutorials or posts like our piece on Unity Events and check out some of our published apps below.

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Source: https://www.monkeykidgc.com/2020/07/unity-lifecycle-awake-vs-onenable-vs-start.html

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