Write a script and hang it on a game object:
using System.Collections; using System.Collections.Generic; using Unityengine; public class Test_01:monobehaviour { Start () {} void Awake () {} void Update () {} void Ondisable () {} void Reset () {}}
At this point, the script is preceded by an activation tick:
After commenting out the first four methods in the script, the activation check in front of the script is gone:
This is because scripting excitation does not affect the execution of the first four methods, but does not affect the execution of the Reset method. That is, when the script is not activated when there is a difference between the activation button to let you go to set, when the excitation does not have a difference between the time you do not have the hook to set.
Unity in the Inspector panel, the activation tick in front of the script