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[RuntimeInitializeOnLoad] Event Order
static Lifecycle() => Debug.Log(Prefix + "Static Constructor");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Subs() => Debug.Log(Prefix + "Subsystem Registration");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] static void AfterAsm() => Debug.Log(Prefix + "AfterAssembliesLoaded");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] static void BeforeSlash() => Debug.Log(Prefix + "Before Splash");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void BeforeScene() => Debug.Log(Prefix + "BeforeScene");
private void Awake() => Debug.Log(Prefix + "Awake");
private void OnEnable() => Debug.Log(Prefix + "OnEnable");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void AfterScene() => Debug.Log(Prefix + "AfterSceneLoad");
[RuntimeInitializeOnLoadMethod] static void DefaultLog() => Debug.Log(Prefix + "RuntimeInit Default");
void Start() => Debug.Log("Start");
@hybridherbst
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@cybergen there's no "BeforeAssembliesLoaded" - I'd assume that AfterAssembliesLoaded is called after all static constructors etc. have been run, but I'd hope for clarity on that from the Unity docs :)

I think in C# static constructors are actually called on-demand, so it might just be that on the first occasion the runtime tries to run any code from this class (e.g. Unity calls the first RuntimeInitializeOnLoad), the static constructor is invoked before that.

@cybergen
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Oh gotcha. Appreciate the clarification!

@bklooster
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Thank you very much for compiling this, helped me out out a ton tracking down a bug where the static initialization was happening after Unity lifecycle events!

@SBMNet
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SBMNet commented Apr 26, 2023

This is one of the top google results for this stuff, so I just wanted to direct people to the uninomicon page for RuntimeInitializeOnLoad: https://uninomicon.com/runtimeinitializeonload

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