Unity3D built-run function

See,  http://wiki.ceeger.com/script:unityengine:classes:monobehaviour:monobehaviour.onwillrenderobject?do=index

/ ----------------------------------------- [Reset () function] - ------------------------------------
// Description: Reset function is called to initialize the script when the script property It is first attached to the object, and is also called when a command is used in the Reset.

// Note: Reset is a user clicks on the Reset button on the Inspector panel, or when you first add this component is called. Reset is most commonly used in the knowledge panel given a default value.

//--------------------------------------------------------------------------------------------------------
void Reset()

{

}

The first scene is loaded

// ----------------------------------------- [Awake () function] - -------------------------------------
// Description: this function in any start () function before is invoked, if a GameObject inactive, its the Awake () function is not called until it is activated

// each object in the scene is called only once
// -------------------------------------- -------------------------------------------------- ----------------
void Awake ()

{

}

// ----------------------------------------- [OnEnable () function] - -------------------------------------
// description is only available in the object :( active) : this function is called after the object is available.

// each object in the scene is called only once
// -------------------------------------- -------------------------------------------------- ----------------
void OnEnable ()

{

}

// ----------------------------------------- [OnApplicationPause () function] - -------------------------------------
// Note: If the break is detected, the current frame execution after this function is called, the call is effective during normal operation. After OnApplicationPause is called, with an extra show to display an image pausing

//state.

//--------------------------------------------------------------------------------------------------------
void OnApplicationPause()

{

}

// ----------------------------------------- [Start () function] - -------------------------------------
// Description: As long as the script instance is enabled, Start ( ) function will be called before the Update function of the first frame

//--------------------------------------------------------------------------------------------------------
void Start()

{

}

// ----------------------------------------- [FixedUpdate () function] - -------------------------------------
// Description: FixedUpdate often function more frequently than Update function It is called. It will be called a number of times if the frame rate is low it may not be called between frames, it

// calculate the frame rate is high. All graphics computing and updating is executed immediately after FixedUpdate. When performed in the mobile computing FixedUpdate Lane,

// You do not need Time.deltaTime multiply your value, because FixedUpdate is based on real time, independent of the frame rate is called.

//--------------------------------------------------------------------------------------------------------
void FixedUpdate()()

{

}

// ----------------------------------------- [Update () function] - -------------------------------------
// Description: Update will be called every frame, for it is the main frame updating function of load.
// ------------------------------------------------ -------------------------------------------------- ------
void Update ()

{

}

// ----------------------------------------- [LateUpdate () function] - -------------------------------------
// Description: LateUpdate will be after the end of each frame Update is called, any calculation is performed at the end when LateUpdate Update in the beginning. LateUpdate commonly used as a third-person perspective camera to follow.
// ------------------------------------------------ -------------------------------------------------- ------
void LateUpdate ()

{

}

// ----------------------------------------- [OnPreCull () function] - -------------------------------------
// Description: the scene is called before removing the camera. Excluding depends on which objects are visible to the camera, OnPreCull only be called before removing work.
// ------------------------------------------------ -------------------------------------------------- ------
void OnPreCull ()

{

}

// ----------------------------------------- [OnBecameVisible () / OnBecameInvisible ( ) -------------------------------------- function]
@ Description: when an object for any It is called when the camera becomes visible / invisible.
// ------------------------------------------------ -------------------------------------------------- ------
void OnBecameVisible ()

{

}

void OnBecameInvisible()

{

}

// ----------------------------------------- [OnWillRenderObject () function] - -------------------------------------
// Note: If the object is visible, it will be for each camera called once.
// ------------------------------------------------ -------------------------------------------------- ------
void OnWillRenderObject ()

{

}

// ----------------------------------------- [OnPreRender () function] - -------------------------------------
// Description: the camera is called before rendering the scene
// -------------------------------------------------- -------------------------------------------------- ----
void OnPreRender ()

{

}

// ----------------------------------------- [OnRenderObject () function] - -------------------------------------
// Description: call the camera scene after rendering is complete. This function can be used to render your own objects, with Graphics.DrawMesh or other functions. This function is similar to OnPostRender,

// unless OnRenderObject invoked by other objects with a script function, or whether it is attached to the camera does not matter.

// ------------------------------------------------ -------------------------------------------------- ------
void OnRenderObject ()

{

}

// ----------------------------------------- [OnPostRender () function] - -------------------------------------
// Description: render the scene after the completion of the call at the camera
// ------------------------------------------------ -------------------------------------------------- ------
void OnPostRender ()

{

}

// ----------------------------------------- [OnRenderImage (Pro only) function ] --------------------------------------
// Description :( professional Edition only) render the scene after the call is completed, the screen is used to image post-processing.
// ------------------------------------------------ -------------------------------------------------- ------
void OnRenderImage ()

{

}

// ----------------------------------------- [OnGUI () function] - -------------------------------------
// Description: each frame is called multiple times to respond GUI events. Layout and return to the event is executed first, followed by the implementation of layout and keyboard / mouse events for every input events
// ----------------------- -------------------------------------------------- -------------------------------
void OnGUI ()

{

}

// ----------------------------------------- [OnDrawGizmos () function] - -------------------------------------
// Note: for visualization purposes drawn in scene view small icon
// ---------------------------------------------- -------------------------------------------------- --------
void OnDrawGizmos ()

{

}

// ----------------------------------------- [OnDestroy () function] - -------------------------------------
// Description: this function is called after all frame update in the final (target will be destroyed or off in response to a scene Object.Destroy) an existing object
// -------------------------- -------------------------------------------------- ----------------------------
void OnDestroy ()

{

}

// ----------------------------------------- [OnApplicationQuit () function] - -------------------------------------
// Description: before you apply all game objects will quit this function is called. In the editor is invoked when the user stops playing. In webplayer, when the page is closed is called.
// ------------------------------------------------ -------------------------------------------------- ------
void OnDestroy ()

{

}

// ----------------------------------------- [OnDisable () function] - -------------------------------------
// Description: when a behavior is activated or not, this function is called
// -------------------------------------------- -------------------------------------------------- ----------
void OnDestroy ()

{

}

// ----------------------------------------- [OnValidate () function] - -------------------------------------
// Description: this function in the script editor a value has changed after calling
// --------------------------------------- -------------------------------------------------- ---------------
void OnValidate ()

{

}



Author: Ni Guang
link: https: //www.jianshu.com/p/7405555c6260
Source: Jane book
Jane book copyright reserved by the authors, are reproduced in any form, please contact the author to obtain authorization and indicate the source.

Released six original articles · won praise 43 · views 570 000 +

Guess you like

Origin blog.csdn.net/hany3000/article/details/94543392