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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. :ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. 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 the script instance is being loaded.įrame-rate independent MonoBehaviour.FixedUpdate message for physics calculations.