Version: Unity 6 Preview (6000.0)
Language : English
Instantiating prefabs at runtime
Event functions

Event handling

Events are an important concept in Unity projects. For example, user inputs, collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
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between characters, and stages of the physics or rendering loops are all things a game typically needs to respond to. In addition to the standard .NET APIs for handling and raising events in C#, Unity provides a range of Unity-specific APIs for events.

Topic Description
Event functions (predefined callbacks) Event functions are a set of built-in callbacks which you can implement on your MonoBehaviour-derived scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
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to respond to core Engine events related to physics, rendering, input, sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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loading and object lifecycles.
Execution order of event functions Understand the execution order of Unity’s built-in event functions so you can respond to events and update the state of your game in the right order.
Inspector-configurable custom events Create your own custom events for which you can configure persistent (lasting between Edit mode and Play mode) callbacks in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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window.

Additional resources

Instantiating prefabs at runtime
Event functions