Created
May 17, 2013 06:29
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Unity order tester. Comment out lines you don't care about. Update etc. will be especially noisy.
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using UnityEngine; | |
using System.Collections; | |
public class OrderTester : MonoBehaviour { | |
void Update() { Debug.Log("Update()"); } | |
void LateUpdate() { Debug.Log("LateUpdate()"); } | |
void FixedUpdate() { Debug.Log("FixedUpdate()"); } | |
void Awake() { Debug.Log("Awake()"); } | |
void Start() { Debug.Log("Start()"); } | |
void Reset() { Debug.Log("Reset()"); } | |
void OnMouseEnter() { Debug.Log("OnMouseEnter()"); } | |
void OnMouseOver() { Debug.Log("OnMouseOver()"); } | |
void OnMouseExit() { Debug.Log("OnMouseExit()"); } | |
void OnMouseDown() { Debug.Log("OnMouseDown()"); } | |
void OnMouseUp() { Debug.Log("OnMouseUp()"); } | |
void OnMouseUpAsButton() { Debug.Log("OnMouseUpAsButton()"); } | |
void OnMouseDrag() { Debug.Log("OnMouseDrag()"); } | |
void OnTriggerEnter() { Debug.Log("OnTriggerEnter()"); } | |
void OnTriggerExit() { Debug.Log("OnTriggerExit()"); } | |
void OnTriggerStay() { Debug.Log("OnTriggerStay()"); } | |
void OnCollisionEnter() { Debug.Log("OnCollisionEnter()"); } | |
void OnCollisionExit() { Debug.Log("OnCollisionExit()"); } | |
void OnCollisionStay() { Debug.Log("OnCollisionStay()"); } | |
void OnControllerColliderHit() { Debug.Log("OnControllerColliderHit()"); } | |
void OnJointBreak() { Debug.Log("OnJointBreak()"); } | |
void OnParticleCollision() { Debug.Log("OnParticleCollision()"); } | |
void OnBecameVisible() { Debug.Log("OnBecameVisible()"); } | |
void OnBecameInvisible() { Debug.Log("OnBecameInvisible()"); } | |
void OnLevelWasLoaded() { Debug.Log("OnLevelWasLoaded()"); } | |
void OnEnable() { Debug.Log("OnEnable()"); } | |
void OnDisable() { Debug.Log("OnDisable()"); } | |
void OnDestroy() { Debug.Log("OnDestroy()"); } | |
void OnPreCull() { Debug.Log("OnPreCull()"); } | |
void OnPreRender() { Debug.Log("OnPreRender()"); } | |
void OnPostRender() { Debug.Log("OnPostRender()"); } | |
void OnRenderObject() { Debug.Log("OnRenderObject()"); } | |
void OnWillRenderObject() { Debug.Log("OnWillRenderObject()"); } | |
void OnGUI() { Debug.Log("OnGUI()"); } | |
void OnRenderImage() { Debug.Log("OnRenderImage()"); } | |
void OnDrawGizmosSelected() { Debug.Log("OnDrawGizmosSelected()"); } | |
void OnDrawGizmos() { Debug.Log("OnDrawGizmos()"); } | |
void OnApplicationPause() { Debug.Log("OnApplicationPause()"); } | |
void OnApplicationFocus() { Debug.Log("OnApplicationFocus()"); } | |
void OnApplicationQuit() { Debug.Log("OnApplicationQuit()"); } | |
void OnPlayerConnected() { Debug.Log("OnPlayerConnected()"); } | |
void OnServerInitialized() { Debug.Log("OnServerInitialized()"); } | |
void OnConnectedToServer() { Debug.Log("OnConnectedToServer()"); } | |
void OnPlayerDisconnected() { Debug.Log("OnPlayerDisconnected()"); } | |
void OnDisconnectedFromServer() { Debug.Log("OnDisconnectedFromServer()"); } | |
void OnFailedToConnect() { Debug.Log("OnFailedToConnect()"); } | |
void OnFailedToConnectToMasterServer() { Debug.Log("OnFailedToConnectToMasterServer()"); } | |
void OnMasterServerEvent() { Debug.Log("OnMasterServerEvent()"); } | |
void OnNetworkInstantiate() { Debug.Log("OnNetworkInstantiate()"); } | |
void OnSerializeNetworkView() { Debug.Log("OnSerializeNetworkView()"); } | |
void OnAudioFilterRead() { Debug.Log("OnAudioFilterRead()"); } | |
void OnAnimatorMove() { Debug.Log("OnAnimatorMove()"); } | |
void OnAnimatorIK() { Debug.Log("OnAnimatorIK()"); } | |
} |
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