This function is called when the object is loaded.
OnEnable
is called whenever a ScriptableObject instance is loaded into memory. This happens in the following scenarios:
In most circumstances, OnEnable
is only called once for a particular instance of a ScriptableObject asset in memory and is appropriate to use for initialization. If OnEnable
is being called multiple times, it's likely that the ScriptableObject is being re-instantiated. This can happen for a variety of reasons.
For example, if you deselect the ScriptableObject in the Project window or open a new scene that doesn't reference it, the object goes out of scope and can be garbage collected. Alternatively, events that trigger domain reloads, such as recompiling scripts or reimporting assets, can also cause ScriptableObjects to be re-instantiated and OnEnable
to be called again.
In the Editor, Unity also sometimes creates temporary instances of ScriptableObjects for property inspection or editing. Each temporary instance receives its own OnEnable
call, but ScriptableObject.OnDisable might not be called if the object is garbage collected or destroyed without proper cleanup.OnEnable
can't be a [wikie:Coroutines|coroutine].
// Right-click in the Project window > Create > Example > CounterData. // Every time you recompile scripts or reload the asset, OnEnable is called, and the counter resets.
using UnityEngine;
[CreateAssetMenu(menuName = "Example/CounterData")] public class CounterData : ScriptableObject { public int counter;
// Called when the ScriptableObject is loaded or reloaded void OnEnable() { Debug.Log("CounterData enabled! Resetting counter."); counter = 0; // Reset counter whenever enabled } }