script execution order for instatiated prefabs

It looks like the script execution order is not followed when a prefab is instantiated in run-time. Do you agree?

I have seen this behaviour, but haven’t been able to reproduce it 100% of the time. Are you seeing this when calling GameObject.Instantiate from a coroutine?

We face the exact same problem at the moment.

When we start the scene containing the prefab the execution order is correct. If we instantiate the same prefab at runtime the order is different. It does not matter if we have OnEnable/Awake/Update etc. in the classes. We tried several implementations and none of them worked correctly when instatiating at runtime. All scripts were directly derived from Monobehaviour…

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