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Which method should be overridden to execute code when a GameObject is enabled?

OnStart()

OnEnable()

The method that should be overridden to execute code when a GameObject is enabled is OnEnable(). This method is called when the GameObject is activated and is part of Unity’s MonoBehaviour lifecycle methods. It allows developers to perform specific initialization tasks or any setup needed every time the GameObject becomes active in the scene, including when it's instantiated for the first time or when it's re-enabled after being disabled.

Understanding the behavior of OnEnable() is crucial for managing object state and performance in Unity. It is often used in scenarios where you need to ensure certain properties or components are available as soon as the GameObject is enabled, such as starting coroutines, subscribing to events, or resetting values.

Other methods mentioned do not serve this purpose; OnStart() is not a valid Unity lifecycle method, OnInit() is not recognized within Unity, and OnLoad() does not exist in the typical MonoBehaviour lifecycle for GameObjects. Therefore, overriding OnEnable() ensures that the necessary code runs at the correct moment during the GameObject's lifecycle.

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OnInit()

OnLoad()

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