Awake









How do I use Awake
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: JumpAndRunMovement.cs Copy
15     void Awake()
16     {
17         m_Animator = GetComponent();
18         m_Body = GetComponent();
19         m_PhotonView = GetComponent();
20     }
File name: OnAwakePhysicsSettings.cs Copy
10     public void Awake()
11     {
12         if (!photonView.isMine)
13         {
14             Rigidbody attachedRigidbody = GetComponent();
15             if (attachedRigidbody != null)
16             {
17                 attachedRigidbody.isKinematic = true;
18             }
19             else
20             {
21                 Rigidbody2D attachedRigidbody2d = GetComponent();
22                 if (attachedRigidbody2d != null)
23                 {
24                     attachedRigidbody2d.isKinematic = true;
25                 }
26             }
27         }
28     }
File name: NamePickGui.cs Copy
15     public void Awake()
16     {
17         this.guiCenteredRect = new Rect(Screen.width/2-GuiSize.x/2, Screen.height/2-GuiSize.y/4, GuiSize.x, GuiSize.y);
18         this.chatComponent = this.GetComponent();
19
20         if (this.chatComponent != null && chatComponent.enabled)
21         {
22             Debug.LogWarning("When using the NamePickGui, ChatGui should be disabled initially.");
23
24             if (this.chatComponent.chatClient != null)
25             {
26                 this.chatComponent.chatClient.Disconnect();
27             }
28             this.chatComponent.enabled = false;
29         }
30
31         string prefsName = PlayerPrefs.GetString(NamePickGui.UserNamePlayerPref);
32         if (!string.IsNullOrEmpty(prefsName))
33         {
34             this.InputLine = prefsName;
35         }
36     }
File name: DemoMecanimGUI.cs Copy
16     private PhotonAnimatorView m_AnimatorView; // local animatorView. set when we create our character in CreatePlayerObject()
17     private Animator m_RemoteAnimator; // to display the synchronized values on the right side in the GUI. A third player will simply be ignored (until the second player leaves)
28     public void Awake()
29     {
30
31     }
File name: PickupController.cs Copy
73     // Are we jumping? (Initiated with jump button and not grounded yet)
77     // Are we moving backwards (This locks the camera to not do a 180 degree spin)
81     // When did the user start walking (Used for going into trot after a while)
87     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
101     void Awake()
102     {
103         // PUN: automatically determine isControllable, if this GO has a PhotonView
104         PhotonView pv = this.gameObject.GetComponent();
105         if (pv != null)
106         {
107             isControllable = pv.isMine;
108
109             // The pickup demo assigns this GameObject as the PhotonPlayer.TagObject. This way, we can access this character (controller, position, etc) easily
110             if (this.AssignAsTagObject)
111             {
112                 pv.owner.TagObject = this.gameObject;
113             }
114
115             // please note: we change this setting on ANY PickupController if "DoRotate" is off. not only locally when it's "our" GameObject!
116             if (pv.observed is Transform && !DoRotate)
117             {
118                 pv.onSerializeTransformOption = OnSerializeTransform.OnlyPosition;
119             }
120         }
121
122
123         moveDirection = transform.TransformDirection(Vector3.forward);
124
125         _animation = GetComponent();
126         if (!_animation)
127             Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
128
129         if (!idleAnimation)
130         {
131             _animation = null;
132             Debug.Log("No idle animation found. Turning off animations.");
133         }
134         if (!walkAnimation)
135         {
136             _animation = null;
137             Debug.Log("No walk animation found. Turning off animations.");
138         }
139         if (!runAnimation)
140         {
141             _animation = null;
142             Debug.Log("No run animation found. Turning off animations.");
143         }
144         if (!jumpPoseAnimation && canJump)
145         {
146             _animation = null;
147             Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
148         }
149     }
File name: CubeExtra.cs Copy
11     public void Awake()
12     {
13         if (photonView.isMine)
14         {
15             this.enabled = false; // Only enable inter/extrapol for remote players
16         }
17
18         latestCorrectPos = transform.position;
19     }
File name: CubeInter.cs Copy
28     void Awake()
29     {
30         if (photonView.isMine)
31             this.enabled = false;//Only enable inter/extrapol for remote players
32     }
File name: CubeLerp.cs Copy
12     public void Awake()
13     {
14         if (photonView.isMine)
15         {
16             this.enabled = false; // due to this, Update() is not called on the owner client.
17         }
18
19         latestCorrectPos = transform.position;
20         onUpdatePos = transform.position;
21     }
File name: IELdemo.cs Copy
12     public void Awake()
13     {
14         if (!PhotonNetwork.connected)
15         {
16             PhotonNetwork.autoJoinLobby = false;
17             PhotonNetwork.ConnectUsingSettings("0.9");
18         }
19     }
File name: ThirdPersonController.cs Copy
71     // Are we jumping? (Initiated with jump button and not grounded yet)
75     // Are we moving backwards (This locks the camera to not do a 180 degree spin)
79     // When did the user start walking (Used for going into trot after a while)
85     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
92     void Awake()
93     {
94         moveDirection = transform.TransformDirection(Vector3.forward);
95
96         _animation = GetComponent();
97         if (!_animation)
98             Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
99
100         /*
101     public AnimationClip idleAnimation;
102     public AnimationClip walkAnimation;
103     public AnimationClip runAnimation;
104     public AnimationClip jumpPoseAnimation;
105         */
106         if (!idleAnimation)
107         {
108             _animation = null;
109             Debug.Log("No idle animation found. Turning off animations.");
110         }
111         if (!walkAnimation)
112         {
113             _animation = null;
114             Debug.Log("No walk animation found. Turning off animations.");
115         }
116         if (!runAnimation)
117         {
118             _animation = null;
119             Debug.Log("No run animation found. Turning off animations.");
120         }
121         if (!jumpPoseAnimation && canJump)
122         {
123             _animation = null;
124             Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
125         }
126
127     }

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