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:
These functions get called when a scene starts (once for each object in the scene).
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.
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.
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 because FixedUpdate 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.
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:
These functions get called on all the active objects in your scene:
The following diagram summarises the ordering and repetition of event functions during a script’s lifetime.
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