In my project when a client connects the server spawns some characters and initialises a TurnsManager object (in this order).
These characters have a health component which is initialised in their Start method.
The TurnsManager in its Update, if it has been initialised, picks one of the characters for the next turn.
The problem is when this happens, the spawned character’s Health hasn’t gone through its Start yet, which confuses me as TurnsManager.Update should not be called before Health.Start.
My assumption is the characters are spawned while the client is already going through Update, so TurnsManager.Update is already “queued”, and Unity doesn’t stop Updates to go back and run Start on objects that have just been added. Is this what is happening?