[ Web Proxy ]
URL:
Viewing: https://docs.unity3d.com/ScriptReference/ScriptableObject.Awake.html [Back]  [Original]

Unity - Scripting API: ScriptableObject.Awake()
Version: Unity 6.5 (6000.5)
    • Supported
    • Legacy
    LanguageEnglish
    • C#

    ScriptableObject.Awake()

    Suggest a change

    Success!

    Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

    Close

    Submission failed

    For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

    Close
    Your name Your email Suggestion* Submit suggestion

    Cancel

    Switch to Manual

    Description

    Called when an instance of ScriptableObject is created.

    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 Create Asset menu 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.

    // 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"); } }

    The following script makes use of the above ScriptableObject script.

    // create and access the ScriptObj

    using UnityEngine;

    public class ScriptObjExample : MonoBehaviour { ScriptObj test;

    void Start() { test = (ScriptObj)ScriptableObject.CreateInstance(typeof(ScriptObj));

    print(test.A); print(test.B(3)); print(test.B(-3)); } }

    Web Proxy Viewer  |  New URL  |  Original Page