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Unity Engine


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Script Reference

Unity Engine


Awake()

Called when an instance of ScriptableObject is created.
Read time 1 minuteLast updated 5 days ago

Definition

public void Awake()

Remarks

Awake
is called when a new instance of a
ScriptableObject
is created, which happens in the following scenarios: * At Editor startup, for all ScriptableObjects referenced in open scenes. * On creation of a new ScriptableObject created as an asset via the CreateAssetMenuAttribute in the Editor * On instantiation of a ScriptableObject instantiated at runtime via ScriptableObject.CreateInstance or by runtime loading of the asset. * On first loading a scene which contains a reference to the ScriptableObject in the Hierarchy window, or on subsequent loads if the original instance has since been garbage collected. * On first selection of a ScriptableObject in the Project window, or on subsequent selections if the original instance has since been garbage collected. Note: ScriptableObjects created as assets in Edit mode are not recreated on entering Play mode. To perform initialization work in a
ScriptableObject
on entering Play mode, use ScriptableObject.OnEnable() instead. An example is given below. This example has two scripts. The first shown is the ScriptableObject script. This implements code which is separate from MonoBehaviour. The second is a small MonoBehaviour related script which accesses values from the ScriptableObject script.

Examples

// A ScriptableObject example script.// The A and B members implement features which// are unrelated to MonoBehaviour.using UnityEngine;public class ScriptObj : ScriptableObject{ int a = 10; int[] b = new int[5] {0, 17, 34, 42, 67}; public int A { get {return a; } } // return value in b array, or -1 if x is out-of-range public int B(int x) { if (x >= 0 && x < 5) return b[x]; else return -1; } public void Awake() { Debug.Log("Awake"); } public void OnDestroy() { Debug.Log("OnDestroy"); }}