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Question by mikebelotti · Aug 09, 2012 at 03:50 AM · inspector

No enable/disable check box for a script?

After adding a particular script to a GameObject, I notice that there's no little check box to enable/disable it in the inspector. Would anyone know why this is?

I see that things like Transforms and Mesh Filters don't have that check box either, but I can understand that--they're more low-level sorts of things. I just found it bizarre that a script could be missing this option too.

(Hint: this is happening on one of the NGUI example scripts, if that helps.)

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Answer by Eric5h5 · Aug 09, 2012 at 04:50 AM

Disabling a script only turns off Update (plus related such as FixedUpdate) and OnGUI, so if those functions aren't present then disabling a script isn't possible.

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avatar image Kryptos · Aug 09, 2012 at 07:54 AM 14
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And also Start.

Note that a script which does not contains any of these methods will not receive the OnDestroy event. Therefore it is sometimes required to have an empty Start method.

avatar image Nick62 Kryptos · Mar 07, 2020 at 09:28 PM 0
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You don`t need to have a Start method to receive the OnDestroy event in Unity 2018.4.13f1 (64-bit)

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Answer by Cascho01 · Sep 08, 2015 at 09:09 AM

My script had a "OnMouseDown()" only. I also wanted to disable the script (for test reasons). What I did is this:

Add


 void Update(){
 }


and

 void OnMouseDown(){
 if(enabled)
 do();
 }
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Answer by ataraxia · Nov 29, 2016 at 08:16 AM

Having only Start() also enables the on/off checker box from inspector. This means turned off script doesn't process Start(), either.

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avatar image ow3n · Oct 09, 2020 at 08:22 PM 0
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This is true (unlike Awake() ), and better than using Update() since it won't cause overhead.

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