Updated Event Execution Order

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m (Changed the wording to make coroutine behaviour more obvious, along with the physics iteration stuffs)
m (a few tweaks for spelling, some small additional info)
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==Game loop==
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 +
 
 +
 
 +
 
 +
=='''Game loop'''==
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The following all happens in a single loop, in the order specified
 +
Physics does not necessarily run each time, and can run multiple times
  
  
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*'''OnRenderObject'''
 
*'''OnRenderObject'''
 
*'''OnPostRender'''
 
*'''OnPostRender'''
*'''OnRenderImage''' ''(pro only)''
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*'''OnRenderImage''' ''(Pro only)''
  
  
*'''OnGUI'''
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*'''OnGUI''' ''(Called multiple times. Layout then Repaint events are called first, followed by a Layout and keyboard/mouse event for each input event)''
*'''OnDrawGizmos''' (Only when scene is drawn, even if object is inactive)
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*'''OnDrawGizmos''' ''(Only when scene is drawn, even if object is inactive)''
  
  
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==First scene load==
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=='''First scene load'''==
  
  
 
Repeated once per object:
 
Repeated once per object:
 
*'''Awake'''
 
*'''Awake'''
*'''OnEnable''' ''(if the object is active)''
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*'''OnEnable''' ''(If the object is active)''
  
  
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==After calling Application.LoadLevel==
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=='''After calling Application.LoadLevel'''==
  
  
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Repeated once per scene object:
 
Repeated once per scene object:
 
*'''Awake'''
 
*'''Awake'''
*'''OnEnable''' ''(if the object is active)''
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*'''OnEnable''' ''(If the object is active)''
  
  
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==When quitting==
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=='''When quitting'''==
 
For all active objects:
 
For all active objects:
 
*'''OnApplicationQuit'''
 
*'''OnApplicationQuit'''
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==Immediate events==
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=='''Immediate events'''==
 
These are all called immediately when certain functions are called (e.g. Instantiate, setting enabled):
 
These are all called immediately when certain functions are called (e.g. Instantiate, setting enabled):
 
*'''Awake''' - called during MonoBehaviour instantiation
 
*'''Awake''' - called during MonoBehaviour instantiation
 
*'''OnEnable'''/'''OnDisable''' - OnEnable called during MonoBehaviour instantiation
 
*'''OnEnable'''/'''OnDisable''' - OnEnable called during MonoBehaviour instantiation
 
*'''Reset''' - called when the script is reset ''(Editor Only)''
 
*'''Reset''' - called when the script is reset ''(Editor Only)''

Revision as of 04:01, 9 June 2009



Contents

Game loop

The following all happens in a single loop, in the order specified Physics does not necessarily run each time, and can run multiple times


After an instantiation

For objects that were instantiated last game loop iteration:

  • Start


Physics loop

Physics is run in a loop, iterating over the following until physics has caught up to the current frame:

  • FixedUpdate
  • Physics simulation
  • OnCollisionEnter/OnCollisionStay/OnCollisionExit
  • OnTriggerEnter/OnTriggerStay/OnTriggerExit
  • WaitForFixedUpdate (Coroutines which yielded WaitForFixedUpdate will resume execution after the next physics iteration completes)


Update events

The rest of the events are run once per game loop iteration:

  • Update
  • WaitForSeconds/yield/yield return 0 (Coroutines which yielded one of these will resume execution here, with WaitForSeconds resuming after the defined time)
  • LateUpdate


Rendering

  • OnPreCull
  • OnBecameVisible/OnBecameInvisible
  • OnWillRenderObject
  • OnPreRender
  • OnRenderObject
  • OnPostRender
  • OnRenderImage (Pro only)


  • OnGUI (Called multiple times. Layout then Repaint events are called first, followed by a Layout and keyboard/mouse event for each input event)
  • OnDrawGizmos (Only when scene is drawn, even if object is inactive)


Before the frame ends

  • WaitForEndOfFrame (Coroutines which yielded WaitForEndOfFrame will resume execution before the next game loop finishes)



First scene load

Repeated once per object:

  • Awake
  • OnEnable (If the object is active)


At the beginning of the next frame, per object:

  • Start



After calling Application.LoadLevel

Before the level loads

Repeated once per active object, after the end of the current frame:

  • OnDisable


Level loads

After level loads

Repeated once per scene object:

  • Awake
  • OnEnable (If the object is active)


Repeated once per active DontDestroyOnLoad object from last level:

  • OnEnable


Repeated once per active object:

  • OnLevelWasLoaded



When quitting

For all active objects:

  • OnApplicationQuit
  • OnDisable



Immediate events

These are all called immediately when certain functions are called (e.g. Instantiate, setting enabled):

  • Awake - called during MonoBehaviour instantiation
  • OnEnable/OnDisable - OnEnable called during MonoBehaviour instantiation
  • Reset - called when the script is reset (Editor Only)
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