Awake |
Awake is called when the script instance is being loaded. |
FixedUpdate |
This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
LateUpdate |
LateUpdate is called every frame, if the Behaviour is enabled. |
OnAnimatorIK |
Callback for setting up animation IK (inverse kinematics). |
OnAnimatorMove |
Callback for processing animation movements for modifying root motion. |
OnApplicationFocus |
Sent to all game objects when the player gets or loses focus. |
OnApplicationPause |
Sent to all game objects when the player pauses. |
OnApplicationQuit |
Sent to all game objects before the application is quit. |
OnAudioFilterRead |
If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
OnBecameInvisible |
OnBecameInvisible is called when the renderer is no longer visible by any camera. |
OnBecameVisible |
OnBecameVisible is called when the renderer became visible by any camera. |
OnCollisionEnter |
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
OnCollisionEnter2D |
Sent when an incoming collider makes contact with this object's collider (2D physics only). |
OnCollisionExit |
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionExit2D |
Sent when a collider on another object stops touching this object's collider (2D physics only). |
OnCollisionStay |
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
OnCollisionStay2D |
Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
OnConnectedToServer |
Called on the client when you have successfully connected to a server. |
OnControllerColliderHit |
OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
OnDestroy |
This function is called when the MonoBehaviour will be destroyed. |
OnDisable |
This function is called when the behaviour becomes disabled () or inactive. |
OnDisconnectedFromServer |
Called on the client when the connection was lost or you disconnected from the server. |
OnDrawGizmos |
Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
OnDrawGizmosSelected |
Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. |
OnEnable |
This function is called when the object becomes enabled and active. |
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. |
OnGUI |
OnGUI is called for rendering and handling GUI events. |
OnJointBreak |
Called when a joint attached to the same game object broke. |
OnLevelWasLoaded |
This function is called after a new level was loaded. |
OnMasterServerEvent |
Called on clients or servers when reporting events from the MasterServer. |
OnMouseDown |
OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
OnMouseDrag |
OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
OnMouseEnter |
OnMouseEnter is called when the mouse entered the GUIElement or Collider. |
OnMouseExit |
OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider. |
OnMouseOver |
OnMouseOver is called every frame while the mouse is 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. |
OnNetworkInstantiate |
Called on objects which have been network instantiated with Network.Instantiate. |
OnParticleCollision |
OnParticleCollision is called when a particle hits a collider. |
OnPlayerConnected |
Called on the server whenever a new player has successfully connected. |
OnPlayerDisconnected |
Called on the server whenever a player disconnected from the server. |
OnPostRender |
OnPostRender is called after a camera finished rendering the scene. |
OnPreCull |
OnPreCull is called before a camera culls the scene. |
OnPreRender |
OnPreRender is called before a camera starts rendering the scene. |
OnRenderImage |
OnRenderImage is called after all rendering is complete to render image. |
OnRenderObject |
OnRenderObject is called after camera has rendered the scene. |
OnSerializeNetworkView |
Used to customize synchronization of variables in a script watched by a network view. |
OnServerInitialized |
Called on the server whenever a Network.InitializeServer was invoked and has completed. |
OnTriggerEnter |
OnTriggerEnter is called when the Collider other enters the trigger. |
OnTriggerEnter2D |
Sent when another object enters a trigger collider attached to this object (2D physics only). |
OnTriggerExit |
OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerExit2D |
Sent when another object leaves a trigger collider attached to this object (2D physics only). |
OnTriggerStay |
OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
OnTriggerStay2D |
Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
OnValidate |
This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
OnWillRenderObject |
OnWillRenderObject is called once for each camera if the object is visible. |
Reset |
Reset to default values. |
Start |
Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
Update |
Update is called every frame, if the MonoBehaviour is enabled. |
enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
animation |
The Animation attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
collider |
The Collider attached to this GameObject (null if there is none attached). |
collider2D |
The Collider2D component attached to the object. |
constantForce |
The ConstantForce 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. |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
light |
The Light 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). |
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). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
tag |
The tag of this game object. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
m_CachedPtr |
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m_InstanceID |
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name |
The name of the object. |