Reduce Load Time With Master Script Activating Gameobjects That Set References?

I want to assign some gameobject references in Awake(). My question is, since I objectA enables/sets active objectB and also calls a method on objectB BUT objectB sets references in the awake method that are required for its method that objectA is calling to work correctly, will I run into any issues doing this? awake is called and executed before a method called on the disabled object runs correct?

The pattern in Unity generally is:

  • do things to yourself and your game object in Awake()

  • do things to or about other GameObjects/Scripts in Start()

Here’s some more insight in graphical flowchart form:

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