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Showing content from https://docs.unity3d.com/Manual/sprite/mask/../../../ScriptReference/ScriptableObject.OnEnable.html below:

Unity - Scripting API: ScriptableObject.OnEnable()

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Switch to Manual Description

This function is called when the object is loaded.

OnEnable is called whenever a ScriptableObject instance is loaded into memory. This happens in the following scenarios:

In most circumstances, OnEnable is only called once for a particular instance of a ScriptableObject asset in memory and is appropriate to use for initialization. If OnEnable is being called multiple times, it's likely that the ScriptableObject is being re-instantiated. This can happen for a variety of reasons.

For example, if you deselect the ScriptableObject in the Project window or open a new scene that doesn't reference it, the object goes out of scope and can be garbage collected. Alternatively, events that trigger domain reloads, such as recompiling scripts or reimporting assets, can also cause ScriptableObjects to be re-instantiated and OnEnable to be called again.

In the Editor, Unity also sometimes creates temporary instances of ScriptableObjects for property inspection or editing. Each temporary instance receives its own OnEnable call, but ScriptableObject.OnDisable might not be called if the object is garbage collected or destroyed without proper cleanup.

The following two part example shows a MonoBehaviour script that accesses values from a ScriptableObject.

// 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 OnEnable() { Debug.Log("OnEnable"); }

public void OnDisable() { Debug.Log("OnDisable"); }

public void OnDestroy() { Debug.Log("OnDestroy"); } }

The following script makes use of the previous 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)); } }

OnEnable cannot be a co-routine.


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