Version: Unity 6.2 (6000.2)
LanguageEnglish
  • C#

ScriptableObject.OnDisable()

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Description

This function is called when the scriptable object goes out of scope.

OnDisable is called in the following scenarios:

  • On loading a scene in the Hierarchy window, for any ScriptableObject that is currently loaded in memory but is not referenced in that scene.
  • On invocation of Resources.UnloadUnusedAssets for any ScriptableObject that was previously deselected in the Project window.
  • On ___domain reload, for all ScriptableObjects loaded in memory. Subsequently OnEnable is called for these objects when they are recreated.
// 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 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)); } }

OnDisable cannot be a co-routine.