Enumerator |
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None |
None.
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Awake |
Awake is called when the script instance is being loaded.
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FixedUpdate |
This function is called every fixed framerate frame, if the MonoBehaviour is enabled.
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LateUpdate |
LateUpdate is called every frame, if the Behaviour is enabled.
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OnAnimatorIK |
Callback for setting up animation IK.
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OnAnimatorMove |
Callback for processing animation movements for modifying root motion.
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OnApplicationFocus |
Sent to all game objects when the player gets or loses focus.
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OnApplicationPause |
Sent to all game objects when the player pauses.
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OnApplicationQuit |
Sent to all game objects before the application is quit.
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OnAudioFilterRead |
If implemented, Unity will insert a custom filter into the audio DSP chain.
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OnBecameInvisible |
OnBecameInvisible is called when the renderer is no longer visible by any camera.
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OnBecameVisible |
OnBecameVisible is called when the renderer became visible by any camera.
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OnCollisionEnter |
Called when this collider/rigidbody has begun touching another rigidbody/collider.
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OnCollisionEnter2D |
Sent when an incoming collider makes contact with this object's collider.
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OnCollisionExit |
Called when this collider/rigidbody has stopped touching another rigidbody/collider.
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OnCollisionExit2D |
Sent when a collider on another object stops touching this object's collider.
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OnCollisionStay |
Called once per frame for every collider/rigidbody that is touching rigidbody/collider.
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OnCollisionStay2D |
Sent each frame where a collider on another object is touching this object's collider.
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OnConnectedToServer |
Called on the client when you have successfully connected to a server.
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OnControllerColliderHit |
Called when the controller hits a collider while performing a Move.
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OnDestroy |
This function is called when the MonoBehaviour will be destroyed.
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OnDisable |
This function is called when the behaviour becomes disabled () or inactive.
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OnDisconnectedFromServer |
Called on the client when the connection was lost or you disconnected from the server.
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OnDrawGizmos |
Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
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OnDrawGizmosSelected |
Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.
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OnEnable |
This function is called when the object becomes enabled and active.
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OnFailedToConnect |
Called on the client when a connection attempt fails for some reason.
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OnFailedToConnectToMasterServer |
Called on clients or servers when there is a problem connecting to the MasterServer.
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OnGUI |
OnGUI is called for rendering and handling GUI events.
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OnJointBreak |
Called when a joint attached to the same game object broke.
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OnJointBreak2D |
Called when a Joint2D attached to the same game object breaks.
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OnMasterServerEvent |
Called on clients or servers when reporting events from the MasterServer.
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OnMouseDown |
Called when the user has pressed the mouse button while over the GUIElement or Collider.
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OnMouseDrag |
Called when the user has clicked on a GUIElement or Collider and is still holding down.
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OnMouseEnter |
Called when the mouse enters the GUIElement or Collider.
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OnMouseExit |
Called when the mouse is not any longer over the GUIElement or Collider.
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OnMouseOver |
Called every frame while the mouse is over the GUIElement or Collider.
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OnMouseUp |
OnMouseUp is called when the user has released the mouse button.
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OnMouseUpAsButton |
Called when the mouse is released over the same GUIElement or Collider as it was pressed.
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OnNetworkInstantiate |
Called on objects which have been network instantiated with Network.Instantiate.
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OnParticleCollision |
OnParticleCollision is called when a particle hits a collider.
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OnParticleTrigger |
Called when any particles in a particle system meet the conditions in the trigger module.
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OnPlayerConnected |
Called on the server whenever a new player has successfully connected.
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OnPlayerDisconnected |
Called on the server whenever a player disconnected from the server.
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OnPostRender |
OnPostRender is called after a camera finished rendering the scene.
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OnPreCull |
OnPreCull is called before a camera culls the scene.
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OnPreRender |
OnPreRender is called before a camera starts rendering the scene.
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OnRenderImage |
OnRenderImage is called after all rendering is complete to render image.
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OnRenderObject |
OnRenderObject is called after camera has rendered the scene.
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OnSerializeNetworkView |
Used to customize synchronization of variables in a script watched by a network view.
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OnServerInitialized |
Called on the server whenever a Network.InitializeServer was invoked and has completed.
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OnTransformChildrenChanged |
This function is called when the list of children of the transform of the GameObject has changed.
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OnTransformParentChanged |
This function is called when the parent property of the transform of the GameObject has changed.
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OnTriggerEnter |
OnTriggerEnter is called when the Collider other enters the trigger.
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OnTriggerEnter2D |
Sent when another object enters a trigger collider attached to this object.
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OnTriggerExit |
OnTriggerExit is called when the Collider other has stopped touching the trigger.
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OnTriggerExit2D |
Sent when another object leaves a trigger collider attached to this object.
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OnTriggerStay |
OnTriggerStay is called once per frame for every Collider other that is touching the trigger.
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OnTriggerStay2D |
Sent each frame where another object is within a trigger collider attached to this object.
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OnValidate |
This function is called when the script is loaded or a value is changed in the inspector.
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OnWillRenderObject |
OnWillRenderObject is called once for each camera if the object is visible.
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Reset |
Reset to default values.
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Start |
Called on the frame when a script is enabled just before any Update is called the first time.
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Update |
Update is called every frame, if the MonoBehaviour is enabled.
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OnParticleSystemStopped |
Called when all particles in the system have died, and no new particles will be born.
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