![]() OnTriggerStay is called once per physics update for every Collider other that is touching the trigger. Sent when another object leaves a trigger collider attached to this object (2D physics only). OnTriggerExit is called when the Collider other has stopped touching the trigger. Sent when another object enters a trigger collider attached to this object (2D physics only). When a GameObject collides with another GameObject, Unity calls OnTriggerEnter. This function is called when a direct or indirect parent of the transform of the GameObject has changed. This function is called when the list of children of the transform of the GameObject has changed. Used to customize synchronization of variables in a script watched by a network view.Ĭalled on the server whenever a Network.InitializeServer was invoked and has completed. OnRenderObject is called after camera has rendered the Scene. OnParticleUpdateJobScheduled is called when a Particle System's built-in update job has been scheduled.Ĭalled on the server whenever a new player has successfully connected.Ĭalled on the server whenever a player disconnected from the server.Įvent function that Unity calls after a Camera renders the scene.Įvent function that Unity calls before a Camera culls the scene.Įvent function that Unity calls before a Camera renders the scene.Įvent function that Unity calls after a Camera has finished rendering, that allows you to modify the Camera's final image. OnParticleTrigger is called when any particles in a Particle System meet the conditions in the trigger module. ![]() New particles cease to be created either after Stop is called, or when the duration property of a non-looping system has been exceeded. OnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. OnParticleCollision is called when a particle hits a Collider. OnMouseUpAsButton is only called when the mouse is released over the same Collider as it was pressed.Ĭalled on objects which have been network instantiated with Network.Instantiate. OnMouseUp is called when the user has released the mouse button. OnMouseDrag is called when the user has clicked on a Collider and is still holding down the mouse.Ĭalled when the mouse enters the Collider.Ĭalled when the mouse is not any longer over the Collider.Ĭalled every frame while the mouse is over the Collider. OnMouseDown is called when the user has pressed the mouse button while over the Collider. ![]() OnGUI is called for rendering and handling GUI events.Ĭalled when a joint attached to the same game object broke.Ĭalled when a Joint2D attached to the same game object breaks.Ĭalled on clients or servers when reporting events from the MasterServer. ![]() This function is called when the object becomes enabled and active.Ĭalled on the client when a connection attempt fails for some reason.Ĭalled on clients or servers when there is a problem connecting to the MasterServer. Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. This function is called when the behaviour becomes disabled.Ĭalled on the client when the connection was lost or you disconnected from the server. OnControllerColliderHit is called when the controller hits a collider while performing a Move.ĭestroying the attached Behaviour will result in the game or Scene receiving OnDestroy. Sent each frame where a collider on another object is touching this object's collider (2D physics only).Ĭalled on the client when you have successfully connected to a server. OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody. Sent when a collider on another object stops touching this object's collider (2D physics only). OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. Sent when an incoming collider makes contact with this object's collider (2D physics only). OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. OnBecameVisible is called when the renderer became visible by any camera. OnBecameInvisible is called when the renderer is no longer visible by any camera. If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. Sent to all GameObjects before the application quits. Sent to all GameObjects when the application pauses. Sent to all GameObjects when the player gets or loses focus. LateUpdate is called every frame, if the Behaviour is enabled.Ĭallback for setting up animation IK (inverse kinematics).Ĭallback for processing animation movements for modifying root motion. Awake is called when an enabled script instance is being loaded.įrame-rate independent MonoBehaviour.FixedUpdate message for physics calculations.
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