image/svg+xml
Decommissioning
Physics
Initialization
Scene rendering
GUI rendering
Game logic
End of frame
Editor
Pausing
Input events
Initialization
Internal animation update
Gizmo rendering
Internal animation update
Internal animation update
yield WaitForFixedUpdate
Awake
OnEnable
FixedUpdate
Update
yield WaitForSeconds
yield null
LateUpdate
OnPreCull
OnGUI
yield WaitForEndOfFrame
yield WWW
yield StartCoroutine
OnWillRenderObject
OnBecameVisible
OnPreRender
OnRenderObject
OnPostRender
OnRenderImage
Reset
OnTriggerXXX
Internal physics update
OnCollisionXXX
OnDrawGizmos
OnApplicationPause
OnMouseXXX
OnApplicationQuit
OnDestroy
OnDisable
Reset
Start
State machine update
OnStateMachineEnter/Exit
ProcessGraph
ProcessAnimation
Fire animation events
StateMachineBehaviour callbacks
OnAnimatorMove
OnAnimatorIK
WriteTransform
WriteProperties
State machine update
OnStateMachineEnter/Exit
ProcessGraph
ProcessAnimation
Fire animation events
StateMachineBehaviour callbacks
OnAnimatorMove
OnAnimatorIK
WriteTransform
WriteProperties
Reset is called when the script is attached and not in playmode.
FixedUpdate may happen less than once per frame at high
frame rates or more than once per frame at low frame rates.
If a coroutine has yielded previously but is now due to
resume then execution takes place during this part of the
update.
OnGUI is called multiple time per frame update.
OnDisable is called when the script is disabled during the frame
OnEnable will be called if it is enabled again.
OnDrawGizmos is only called while working in the editor.
OnApplicationPause is called after the frame where the
pause occurs but issues another frame before actually pausing.
Start is only ever called once for a given script.
User callback
Internal multithreaded function
Internal function
Legend