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MonoBehaviour is the base class every script derives from.
Using Javascript every script automatically derives from MonoBehaviour. When using C# or Boo you have to explicitly derive from MonoBehaviour.
Note: The checkbox for disabling a MonoBehavior (on the editor) will only prevent Start(), Awake(), Update(), FixedUpdate(), and OnGUI() from executing. If none of these functions are present, the checkbox is not displayed.
See Also: The chapter on scripting in the manual.
| useGUILayout |
Disabling this lets you skip the GUI layout phase. |
| Invoke |
Invokes the method methodName in time seconds. |
| InvokeRepeating |
Invokes the method methodName in time seconds. |
| CancelInvoke |
Cancels all Invoke calls on this MonoBehaviour. |
| IsInvoking |
Is any invoke on methodName pending? |
| StartCoroutine |
Starts a coroutine. |
| StopCoroutine |
Stops all coroutines named methodName running on this behaviour. |
| StopAllCoroutines |
Stops all coroutines running on this behaviour. |
| Update |
Update is called every frame, if the MonoBehaviour is enabled. |
| LateUpdate |
LateUpdate is called every frame, if the Behaviour is enabled. |
| FixedUpdate |
This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
| Awake |
Awake is called when the script instance is being loaded. |
| Start |
Start is called just before any of the Update methods is called the first time. |
| Reset |
Reset to default values. |
| OnMouseEnter |
OnMouseEnter is called when the mouse entered the GUIElement or Collider. |
| OnMouseOver |
OnMouseOver is called every frame while the mouse is over the GUIElement or Collider. |
| OnMouseExit |
OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider. |
| OnMouseDown |
OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
| OnMouseUp |
OnMouseUp is called when the user has released the mouse button. |
| OnMouseUpAsButton |
OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
| OnMouseDrag |
OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
| OnTriggerEnter |
OnTriggerEnter is called when the Collider other enters the trigger. |
| OnTriggerExit |
OnTriggerExit is called when the Collider other has stopped touching the trigger. |
| OnTriggerStay |
OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
| OnCollisionEnter |
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
| OnCollisionExit |
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
| OnCollisionStay |
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
| OnControllerColliderHit |
OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
| OnJointBreak |
Called when a joint attached to the same game object broke. |
| OnParticleCollision |
OnParticleCollision is called when a particle hits a collider. |
| OnBecameVisible |
OnBecameVisible is called when the renderer became visible by any camera. |
| OnBecameInvisible |
OnBecameInvisible is called when the renderer is no longer visible by any camera. |
| OnLevelWasLoaded |
This function is called after a new level was loaded. |
| OnEnable |
This function is called when the object becomes enabled and active. |
| OnDisable |
This function is called when the behaviour becomes disabled () or inactive. |
| OnDestroy |
This function is called when the MonoBehaviour will be destroyed. |
| OnPreCull |
OnPreCull is called before a camera culls the scene. |
| OnPreRender |
OnPreRender is called before a camera starts rendering the scene. |
| OnPostRender |
OnPostRender is called after a camera finished rendering the scene. |
| OnRenderObject |
OnRenderObject is called after camera has rendered the scene. |
| OnWillRenderObject |
OnWillRenderObject is called once for each camera if the object is visible. |
| OnGUI |
OnGUI is called for rendering and handling GUI events. |
| OnRenderImage |
OnRenderImage is called after all rendering is complete to render image |
| OnDrawGizmosSelected |
Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. |
| OnDrawGizmos |
Implement this OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
| OnApplicationPause |
Sent to all game objects when the player pauses. |
| OnApplicationFocus |
Sent to all game objects when the player gets or looses focus. |
| OnApplicationQuit |
Sent to all game objects before the application is quit. |
| OnPlayerConnected |
Called on the server whenever a new player has successfully connected. |
| OnServerInitialized |
Called on the server whenever a Network.InitializeServer was invoked and has completed. |
| OnConnectedToServer |
Called on the client when you have successfully connected to a server |
| OnPlayerDisconnected |
Called on the server whenever a player disconnected from the server. |
| OnDisconnectedFromServer |
Called on the client when the connection was lost or you disconnected from the server. |
| OnFailedToConnect |
Called on the client when a connection attempt fails for some reason. |
| OnFailedToConnectToMasterServer |
Called on clients or servers when there is a problem connecting to the MasterServer. |
| OnMasterServerEvent |
Called on clients or servers when reporting events from the MasterServer. |
| OnNetworkInstantiate |
Called on objects which have been network instantiated with Network.Instantiate |
| OnSerializeNetworkView |
Used to customize synchronization of variables in a script watched by a network view. |
| OnAudioFilterRead |
If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
|
Logs message to the Unity Console. This function is identical to Debug.Log. |
| enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
| transform |
The Transform attached to this GameObject (null if there is none attached). |
| rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
| camera |
The Camera attached to this GameObject (null if there is none attached). |
| light |
The Light attached to this GameObject (null if there is none attached). |
| animation |
The Animation attached to this GameObject (null if there is none attached). |
| constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
| renderer |
The Renderer attached to this GameObject (null if there is none attached). |
| audio |
The AudioSource attached to this GameObject (null if there is none attached). |
| guiText |
The GUIText attached to this GameObject (null if there is none attached). |
| networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
| guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
| collider |
The Collider attached to this GameObject (null if there is none attached). |
| hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
| particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
| gameObject |
The game object this component is attached to. A component is always attached to a game object. |
| tag |
The tag of this game object. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
| GetComponents |
Returns all components of Type type in the GameObject. |
| CompareTag |
Is this game object tagged tag? |
| SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
| SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
| BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| operator bool |
Does the object exist? |
| Instantiate |
Clones the object original and returns the clone. |
| Destroy |
Removes a gameobject, component or asset. |
| DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
| FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
| FindObjectOfType |
Returns the first active loaded object of Type type. |
| operator == |
Compares if two objects refer to the same |
| operator != |
Compares if two objects refer to a different object |
| DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |