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Question by Epsilone · Sep 02, 2021 at 01:15 PM · uitextinheritanceoverrideorder-of-execution

Inheriting text class messed up Execution Order

Long story short, I was creating a personal Text class by inheriting the unity one, when a bunch of strange behavior of my script lead me to this discovery: the order of events like Start, OnEnable, OnDestroy etc was completely messed up.

I've simplified the class to its minimum :

 using UnityEngine.UI;
     
         public class MyText : Text
         {
             protected override void Awake() => print("Awake ");     
             protected override void Start() => print("Start");             
             protected override void OnEnable() => print("OnEnable");
             protected override void OnDestroy() => print("OnDestroy  ");
         }
     }


Here is the result of executing a scene with this component on a gameobject:

1) When we enter play mode, it will log:

 OnEnable
 OnDestroy
 Awake 
 Start

2) When we stop the play mode, it will log:

 OnDestroy  
 Awake 
 OnEnable
 Start

Also I tried every combination of "virtual" "new" "private" "base.method(); that I could think of but it didn't change the result at all.

Seriously I have no idea what is happening here, does someone have an idea? Why our classic unity methods are not behaving correctly?

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