Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

MonoBehaviour.Update()

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Update is called every frame, if the MonoBehaviour is enabled.

Update is the most commonly used function to implement any kind of game script. Not every MonoBehaviour script needs Update.

#pragma strict
// The ExampleClass starts with Awake.  The GameObject class has activeSelf
// set to false.  When activeSelf is set to true the Start() and Update()
// functions will be called causing the ExampleClass to run.
// Note that ExampleClass (Script) in the Inspector is turned off.  It
// needs to be ticked to make script call Start.
private var update: float;
function Awake() {
	Debug.Log("Awake");
	update = 0.0f;
}
function Start() {
	Debug.Log("Start1");
	new WaitForSeconds(2.5f)Debug.Log("Start2");
}
function Update() {
	update += Time.deltaTime;
	if (update > 1.0f) {
		update = 0.0f;
		Debug.Log("Update");
	}
}
using UnityEngine;
using System.Collections;

// The ExampleClass starts with Awake. The GameObject class has activeSelf // set to false. When activeSelf is set to true the Start() and Update() // functions will be called causing the ExampleClass to run. // Note that ExampleClass (Script) in the Inspector is turned off. It // needs to be ticked to make script call Start.

public class ExampleClass : MonoBehaviour { private float update;

void Awake() { Debug.Log("Awake"); update = 0.0f; }

IEnumerator Start() { Debug.Log("Start1"); yield return new WaitForSeconds(2.5f); Debug.Log("Start2"); }

void Update() { update += Time.deltaTime; if (update > 1.0f) { update = 0.0f; Debug.Log("Update"); } } }

In order to get the elapsed time since last call to Update, use Time.deltaTime. This function is only called if the Behaviour is enabled. Override this function in order to provide your component's functionality.

Did you find this page useful? Please give it a rating: