In Unity scripting, there are a number of event functions that get executed in a predetermined order as a script executes. This execution order is described below:

Editor

  • Reset: Reset is called to initialize the script’s properties when it is first attached to the object and also when the Reset command is used.

First Scene Load

These functions get called when a scene starts (once for each object in the scene).

  • 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 made active, or a function in any script attached to it is called.)
  • OnEnable: (only called if the Object is active): This function is called just after the object is enabled. This happens when a MonoBehaviour instance is created, such as when a level is loaded or a GameObject with the script component is instantiated.

Note that for objects added to the scene, the Awake and OnEnable functions for all scripts will be called before Start, Update, etc are called for any of them. Naturally, this cannot be enforced when an object is instantiated during gameplay.

Before the first frame update

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

For objects added to the scene, the Start function will be called on all scripts before Update, etc are called for any of them. Naturally, this cannot be enforced when an object is instantiated during gameplay.

In between frames

  • OnApplicationPause: This is called at the end of the frame where the pause is detected, effectively between the normal frame updates. One extra frame will be issued after OnApplicationPause is called to allow the game to show graphics that indicate the paused state.

Update Order

When you’re keeping track of game logic and interactions, animations, camera positions, etc., there are a few different events you can use. The common pattern is to perform most tasks inside the Update function, but there are also other functions you can use.

  • FixedUpdate: FixedUpdate is often called more frequently than Update. It can be called multiple times per frame, if the frame rate is low and it may not be called between frames at all if the frame rate is high. All physics calculations and updates occur immediately after FixedUpdate. When applying movement calculations inside FixedUpdate, you do not need to multiply your values by Time.deltaTime. This is becauseFixedUpdate is called on a reliable timer, independent of the frame rate.

  • Update: Update is called once per frame. It is the main workhorse function for frame updates.

  • LateUpdate: LateUpdate is called once per frame, after Update has finished. Any calculations that are performed in Update will have completed when LateUpdate begins. A common use for LateUpdate would be a following third-person camera. If you make your character move and turn inside Update, you can perform all camera movement and rotation calculations in LateUpdate. This will ensure that the character has moved completely before the camera tracks its position.

Rendering

  • OnPreCull: Called before the camera culls the scene. Culling determines which objects are visible to the camera. OnPreCull is called just before culling takes place.
  • OnBecameVisible/OnBecameInvisible: Called when an object becomes visible/invisible to any camera.
  • OnWillRenderObject: Called once for each camera if the object is visible.
  • OnPreRender: Called before the camera starts rendering the scene.
  • OnRenderObject: Called after all regular scene rendering is done. You can use GL class or Graphics.DrawMeshNow to draw custom geometry at this point.
  • OnPostRender: Called after a camera finishes rendering the scene.
  • OnRenderImage(Pro only): Called after scene rendering is complete to allow postprocessing of the screen image.
  • OnGUI: Called multiple times per frame in response to GUI events. The Layout and Repaint events are processed first, followed by a Layout and keyboard/mouse event for each input event.
  • OnDrawGizmos Used for drawing Gizmos in the scene view for visualisation purposes.

Coroutines

Normal coroutine updates are run after the Update function returns. A coroutine is a function that can suspend its execution (yield) until the given YieldInstruction finishes. Different uses of Coroutines:

  • yield The coroutine will continue after all Update functions have been called on the next frame.
  • yield WaitForSeconds Continue after a specified time delay, after all Update functions have been called for the frame
  • yield WaitForFixedUpdate Continue after all FixedUpdate has been called on all scripts
  • yield WWW Continue after a WWW download has completed.
  • yield StartCoroutine Chains the coroutine, and will wait for the MyFunc coroutine to complete first.

When the Object is Destroyed

  • OnDestroy: This function is called after all frame updates for the last frame of the object’s existence (the object might be destroyed in response to Object.Destroy or at the closure of a scene).

When Quitting

These functions get called on all the active objects in your scene, :

  • OnApplicationQuit: This function is called on all game objects before the application is quit. In the editor it is called when the user stops playmode. In the web player it is called when the web view is closed.
  • OnDisable: This function is called when the behaviour becomes disabled or inactive.

Execution Order of Event Functions的更多相关文章

  1. Event Functions

    [Event Functions] A key concept in games programming is that of making changes to position, state an ...

  2. Unity3D Script Execution Order ——Question

    我 知道 Monobehaviour 上的 那些 event functions 是 在主线程 中 按 顺序调用的.这点从Manual/ExecutionOrder.html 上的 一张图就可以看出来 ...

  3. unity 脚本执行顺序设置 Script Execution Order Settings

     通过Edit->Project Settings->Script Execution Order打开MonoManager面板  或者选择任意脚本在Inspector视图中点击Execu ...

  4. Execution Order for the ApiController

    Execution Order for the ApiController Assuming the request goes into the ApiController scope, the op ...

  5. Unity3d - 初学篇 Event Functions 的 继承 机制

    我们知道Start() Update() 等之类的 事件函数 在Unity 主线程中是依次调用的.至于调用的顺序可以查手册. 由此继承机制也会发生一些改变. 测试一: public class MyT ...

  6. Test execution order

    刚开始的时候,JUnit并没有规定测试方法的调用执行顺序.方法通过映射的API返回的顺序进行调用.然 而,使用JVM顺序是不明智的,因为Java平台没有规定任何特定的顺序,事实上JDK7或多或少的返回 ...

  7. Execution Order In a Test Plan

    1.Config Element 2.Pre  Processors 3.Timer 4.Sampler 5.Post Processors 6.Assertions 7.Listener

  8. Unity 脚本生命周期流程图

    渲染 OnPreCull: 在相机剔除场景之前调用此函数.相机可见的对象取决于剔除.OnPreCull 函数调用发生在剔除之前. OnBecameVisible/OnBecameInvisible:  ...

  9. NGUI 基础知识

    UIRoot 管理 scalePixelPerfect : 像素匹配,图片不会被缩放,除非屏幕高度小于 Minimum Height 或者大于 maximum  Height,如果那样的话,就使用 F ...

随机推荐

  1. SQL 分页

    sql = "SELECT TOP 10000 * " + " FROM(SELECT ROW_NUMBER() OVER(ORDER BY DataArticleID) ...

  2. C#窗体技巧

    //限制文本框只能输入数字且允许按退格键删除数字,其它键盘输入不予显示private void 文本框名_KeyPress(object sender, KeyPressEventArgs e)  { ...

  3. Ajax调用SpringMVC ModelAndView 无返回情况

    在项目中使用Ajax的时候,success中返回的data一直都是null,也没有报错.在确定Ajax语法没有错误,也没有牵扯跨域问题后,用排除法挨着删除代码,发现是因为Spring MVC会自动把方 ...

  4. 控制反转IOC与依赖注入DI

    理解 IOC  http://www.cnblogs.com/zhangchenliang/archive/2013/01/08/2850970.html IOC 相关实例      的http:// ...

  5. python 整齐输出与编码读写

    # -*- coding:utf-8 -*- # Author:mologa for x in range(1,11): print(repr(x).rjust(2),repr(x*x).rjust( ...

  6. EF MYSQL 不能选择实体框架版本

    web.config文件里面加如下配置,然后编译 <provider invariantName="MySql.Data.MySqlClient" type="My ...

  7. Ant: Class not found: javac1.8

    今天用ant,在选择build.xml,run as ant build后出错Ant: Class not found: javac1.8 分析问题:是否是eclipse中的ant版本和java的版本 ...

  8. JavaScript Window 对象

    < JavaScript Window Object > && < IE check > JavaScript Window Object Window.loa ...

  9. 开始研究tigase和android客户端的实现

    2015.7.5. 昨晚总算把tigaase7.0的开发环境搭起来了.稍微看了下代码结构. 主要是auth,db,compnent,cluster,server,xmpp,这几块,准备先发点时间看看开 ...

  10. jsp文件引入js文件的方式(项目部署于web容器中)

    在页面中引入javascript文件的方式是多种多样的,本文介绍两种. 通过<script>标签插入js文件 通过这种方式引入的js,写对js文件和jsp文件的路径很重要.下面给出一个项目 ...