Version: Unity 6 (6000.0)
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ScriptableObject.Awake()

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Description

Called when an instance of ScriptableObject is created.

Awake is called when a new instance of a ScriptableObject is created. Scenarios in which this happens include:

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)); } }