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Unity Engine


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Unity Engine


Awake()

Unity calls Awake when loading an instance of a script component.
Read time 3 minutesLast updated 7 days ago

Definition

public void Awake()

Remarks

Unity calls
Awake
only once during the lifetime of the script instance. A script's lifetime lasts until the script is destroyed or the scene that contains it is unloaded. If the scene is loaded again, Unity loads the script instance again and calls
Awake
again. If the scene is loaded multiple times additively, Unity loads several script instances, and
Awake
is called once for each instance. Unity calls
Awake
on
MonoBehaviour
script components when whichever of the following scenarios occurs first in the script instance's lifetime: * The GameObject the script is attached to is active in the Hierarchy (GameObject.activeInHierarchy ==
true
) and initializes on scene load. * The GameObject the script is attached to goes from inactive (GameObject.activeInHierarchy ==
false
) to active (GameObject.activeInHierarchy ==
true
) for the first time. * An active GameObject the script is attached to is created with Object.Instantiate and initializes. Unity calls
Awake
regardless of the value of Behaviour.enabled for the script component itself, as long as the other conditions are met. Use
Awake
to initialize variables or states before the application starts. For active GameObjects in a scene, Unity calls
Awake
after all active GameObjects in the scene are initialized, so you can safely use methods such as GameObject.FindWithTag to query other GameObjects. The order in which Unity calls each GameObject's
Awake
is not deterministic and you can't rely on
Awake
being called on one GameObject before or after another. For example, don't assume that a reference set up by one GameObject's
Awake
will be usable in another GameObject's
Awake
. Instead, you should use
Awake
to set up references between scripts, and use Start, which is called after all
Awake
calls are finished, to pass any information back and forth.
Awake
is always called before any Start functions. This allows you to order initialization of scripts.
Awake
is called even if the script is a disabled component of an active GameObject. If a script component's
Awake
throws an exception, Unity disables the component.
Awake
cannot act as a coroutine. Use
Awake
instead of the constructor for initialization, as the serialized state of the component is undefined at construction time.
Awake
is called once, just like the constructor. For more information on the order of execution for event functions, refer to Event function execution order in the manual.
using UnityEngine;public class ExampleClass : MonoBehaviour{ private GameObject target; void Awake() { target = GameObject.FindWithTag("Player"); }}
An inactive GameObject can be activated when GameObject.SetActive is called on it. The following two example scripts Example1 and Example2 work together, and illustrate two timings when Awake() is called. To reproduce the example, create a scene with two GameObjects Cube1 and Cube2. Assign Example1 as a script component to Cube1, and set Cube1 as inactive, by unchecking the Inspector top-left check box (Cube1 will become invisible). Assign Example2 as a script component to Cube2, and set Cube1 as its
GO
variable. Enter Play mode: pressing the space key will execute code in Example2.Update that activates Cube1, and causes Example1.Awake() to be called.
using UnityEngine;// Make sure that Cube1 is assigned this script and is inactive at the start of the game.public class Example1 : MonoBehaviour{ void Awake() { // Prints first Debug.Log("Example1.Awake() was called"); } void Start() { // Prints second Debug.Log("Example1.Start() was called"); } void Update() { if (Input.GetKeyDown("b")) { // Prints Last if "b" is pressed Debug.Log("b key was pressed"); } }}
Example2. This causes Example1.Awake() to be called. The Space key is used to perform this:
using UnityEngine;public class Example2 : MonoBehaviour{ // Assign Cube1 to this variable GO before running the example public GameObject GO; void Awake() { Debug.Log("Example2.Awake() was called"); } void Start() { Debug.Log("Example2.Start() was called"); } // track if Cube1 was already activated private bool activateGO = true; void Update() { if (activateGO == true) { if (Input.GetKeyDown("space")) { Debug.Log("space key was pressed"); GO.SetActive(true); activateGO = false; } } }}