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Question by Minuks · Nov 27, 2017 at 03:48 AM · setactiveinstantiate prefabawakeonenable

Can I call Awake() and OnEnable() separately?

Hello,

I want to instantiate a prefab, and then customize the resulting gameObject before it is enabled in the scene.

What I want to do is :
1. Deactivate the gameObject's prefab
2. Instantiate a copy of the gameObject
3. Call Awake(), to set references, and to call member objects constructors
4. Set specific values on the member objects
5. Enable the gameObject in the scene

Problem is, the first call to gameObject.SetActive(true) calls Awake() again, w$$anonymous$$ch reset all the member objects.

So is there a way to enable a gameObject without Awake() being called the first time I do so?
Do I have any control on when Awake() is called ?

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avatar image jchester07 · Nov 27, 2017 at 07:25 AM 1
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avatar image Bunny83 · Nov 27, 2017 at 06:34 PM 0
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avatar image Minuks Bunny83 · Nov 28, 2017 at 02:48 PM 0
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Answer by Minuks · Nov 27, 2017 at 02:20 PM

I was t$$anonymous$$nking to maybe use an Init() method instead of Awake(), but a boolean seems like a more coherent choice. I will do so on my base class :

 protected bool AlreadyAwaken = false;
 protected virtual void Awake()
 {
     if (AlreadyAwaken)
         return;
     else
         AlreadyAwaken = true;
 
     // Do stuff
 }

Thanks for your advice

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avatar image Minuks · Nov 27, 2017 at 04:49 PM 0
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avatar image lPVDl · Nov 27, 2017 at 05:42 PM 1
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