| 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. |