In unity3d, the base class monobehaviour of all control scripts has some virtual functions used to draw the callback of events.
It can be directly understood as an event function.
Awake
Called when the current control script instance is loaded. It is generally used to initialize the entire instance.
Start
The current control script is called before the first update execution.
Update
Each frame is executed once. This is the most common event function.
Fixedupdate
Each fixed frame is executed once. Unlike update, fixedupdate is used to render frames.
When the call rate is low, the number of fixedupdate calls will decrease. Fixedupdate is applicable to computing of physical engines.
Because it is related to the rendering of each frame. Update is more suitable for control.
Lateupdate
The call is completed after each frame is executed. It is suitable for Executing command scripts only after all updates are completed. Official Website
In the above example, we follow the camera after all update operations. Otherwise, the camera may appear.
It has been promoted, but there is no empty frame for the role in the perspective.
Reset
This is called by clicking the reset button (if any) in the editor mode. You can debug it here.
Initialization.
Onapplicationfocus
Onapplicationpause
Onapplicationquit
The application loses focus, the application is suspended, and the message is sent when the application exits.
Onbecameinvisible
Onbecamevisible
This message is sent when the Script Host (not) is displayed by any camera.
Oncollisionenter
Oncollisionexit
Oncollisionstay
When other collision or rigid body (collider/Rigidbody) and parameter collision or Rigid Body
(Collider/Rigidbody. When they overlap, each frame will be sent
Send a stay message.
Onconnectedtoserver
Ondisconnectedfromserver
Onfailedtoconnect
OnfailedtoconnecttomasteRserver
This message is sent when the first two clients are successfully connected to or disconnected from the server.
The last two are triggered when the connection fails.
Onmasterserverevent
Triggered when the master server sends a report.
Onnetworkinstantiate
Triggered when the object is network. instantiate. (Not yet studied)
Onplayerconnected
Onplayerdisconnected
Triggered when the player successfully connects to or goes offline on the server.
Oncontrollercolliderhit
This message is triggered when the controller and the controllercolliderhit parameter collide. Official examples can be used for role Movement
When a role encounters an object with this parameter, you can operate and move the object in this function.
.
Onparticipant lecollision
Triggered when a particle hits a collider.
Ondisable
Onenable
Triggered when the Script Host is enabled or disabled.
Ondrawgizmos
Ondrawgizmosselected
It is triggered when gizmos and gizmos are drawn in the editor status.
Note: For details about gizmos, refer to my other blog, which is used for self-built components, such as path point painting.
Ongui
Triggered when drawing the GUI. The GUI menu is usually drawn in this function.
Onjointbreak
(Not yet studied)
Onlevelwasloaded
Triggered when the new level (Unity package) is read.
Onmousedown
Onmousedrag
Onmouseenter
Onmouseexit
Onmouseover
Onmouseup
Mouse events are triggered when the mouse interacts with the GUI or collider. It must be noted that drag's
The message is sent every frame after the mouse is down and before it is up.
Onpostrender
This function is only used for scripts with the host as the camera. This message is triggered when all rendering within the camera range is complete.
Onprecull
This function is only used for scripts with the host as the camera. This message is triggered when the camera removes a Rendering scenario. (
Not verified)
Onprerender
This function is only used for scripts with the host as the camera. This message is triggered when the camera starts rendering a scenario.
Onrenderimage
This is triggered when all postprocessing effects (only supported by Pro) after the image is rendered.
Onrenderobject
This function is only used for scripts with the host as the camera. When graphics. drawmeshnow or other functions are used to draw
Triggered when the created object is rendered.
Onserializenetworkview
Onserverinitialized
Triggered when network. initializeserver is complete.
Ontriggerenter
Ontriggerexit
Ontriggerstay
A series of messages when the collision body (Collier) is exposed to the trigger area.
Onwillrenderobject