Run specific code only once per session on App Start in Unity

runtimeinitializeonloadmethod
unity initializeonload

I want to run some code only 1 time per user session in my app.

Here is an example:

public class RunCodeOnce : MonoBehaviour
{
    public static bool ranOnce;

    void Awake()
    {
        if (ranOnce) { return; }

        ... code to run only once ...
    }
}

Is this a good method for doing this, or is there some other method of doing this that would be recommended?

Thanks.

Simple answer is to have a singleton. Which is made when your game starts, runs the code, and basically because its never destroyed that start code never runs again.

Your code you had is almost all of it

public class RunCodeOnce : MonoBehaviour
{
    public static RunCodeOnce Instance;

    void Awake()
    {
        if (Instance!=null) { Destroy(gameObject); return; } // stops dups running
        DontDestroyOnLoad(gameObject); // keep me forever
        Instance = this; // set the reference to it

        ... code to run only once ...
    }
}

this makes an object which persists, which no matter what will never allow a duplicate of itself and because it wont die no matter how much you load new scenes or whatever, unless you physically destroy it yourself in code, it wont die it will be there the whole session.

Execute Code Once per Play Session, I want to have a flyby play only ONCE per play session so the first If the player shuts the app and relaunches a few minutes later it should reset and play all flybys. Attach a script to it that invokes the following in either Awake/Start: its run, to see if you've already played the flyby for a specific level. Running Editor Script Code on Launch Sometimes, it is useful to be able to run some editor script code in a project as soon as Unity launches without requiring action from the user. You can do this by applying the InitializeOnLoad attribute to a class which has a static constructor .

In case by session you mean "since game launch", the Start/Awake methods already solve that problem, ensuring that script exists only in one instance.

But, if you rather mean "only once since the user install the app", you will have to leverage some persistent data to do the switch. the easiest way is the PlayerPrefs class.

    void Awake()
    {
        Init();
    }

    void Init()
    {
        if (!PlayerPrefs.HasKey("isInit"))
        {
            DoYourStuffHere();
            PlayerPrefs.SetInt("isInit", 1);
        }
    }

Run specific code only once per session on App Start in Unity, I want to run some code only 1 time per user session in my app. Here is an example: public class RunCodeOnce : MonoBehaviour { public static bool ranOnce;  How to make an event happen once per second. Discussion in 'Scripting' started by Mirage, Jan 29, 2010. Mirage. Joined: Jan 13, 2010 Posts: 230. How can I implement a basic "once per second" function in Unity. JavaScript lets you pull time data from your

You can also use the RuntimeInitializeOnLoadMethod attribute, like in the code example below. This will only be called by Unity once, until your app process is killed. The benefit is that it is super simple and completely independent from any MonoBehaviour, unless you need references to assets over SerializeFields.

Note the enum RuntimeInitializeLoadType can be set to BeforeSceneLoad or AfterSceneLoad.

using UnityEngine;

public static class Services
{
    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
    public static void Initialize()
    {
        Debug.Log("test");
    }
}

Learning C# and coding in Unity for beginners, I want to run some code only 1 time per user session in my app. Here is an example: public class RunCodeOnce : MonoBehaviour { public static bool ranOnce;  Call a function only one time from Update. Discussion in 'Scripting' started by radiolobito, Jan 9, 2010. radiolobito. Joined: Jun 12, 2009 Posts: 117. I need to call the function "llam" from Update, but if i try it, the function is called several times.

Log Events, You want to start learning to code in Unity so you can get going on your first If you've done some pure programming, e.g. you created a running app, you can only be accessed within this particular script, within this particular class. Awake is called only once when the GameObject with that component is instantiated. The intent is to be sure that it will never run more than once. Is there a better way to create a function that can't be run more than once in the the application lifetime? Am I being paranoid? I could just put a call to the initialization code into my Application_Start and forget about the "run only once" guard code.

Get started with Firebase Crashlytics, There is no limit on the total volume of events your app logs. and that logging two events whose names differ only in case will result in two distinct events. If you don't have a Unity project, you can download a sample app. If your application has specific needs not covered by a suggested Analytics Event type, you can  In here lies my actual script I want to run once: \\SERVER\Software$\ScriptToRunOnce.bat There is a logfile here: \\SERVER\Software$\logfile.txt The initial computer check script is \\SERVER elogon\computernamecheck.bat, this is run via GPO in the Startup Scripts section.

Integrating Unity Ads with Mediation | iOS, Unity. This quickstart describes how to set up Firebase Crashlytics in your app with the SDK versions 17.0.0+ for Android, 4.0.0+ for iOS, and 6.15.0+ for Unity. You can initialize Crashlytics by adding a run script to your project's build phase. 4.0 License, and code samples are licensed under the Apache 2.0 License. All IDs are only used once per Unity session. Device usages. Like any InputControl, a Device can have usages associated with it. You can query usages with the usages property, and useInputSystem.SetDeviceUsage() to set them. Usages can be arbitrary strings with arbitrary meanings. One common case where the Input System assigns Devices usages is

Comments
  • It is 100% fine.
  • Awake is like a constructor so it will be only called once. Same with Start.
  • Depends. Maybe it doesn't have to be in Awake if it requires resources that are initialized later. Anyway your bool already solves it. You should still set ranOnce to true to be sure ;)
  • This makes sense but I'm curious what would make this better than just having a static bool? thanks for the example.
  • Because you can only have one copy. It prevents it from being remade and resetting
  • I'm not sure I'm understanding. My bool is a static variable and I would only use it here. How would it be remade or reset? (hopefully this doesn't come off negative, I'm just curious and want to learn)
  • if you never reload the scene, or remake this object .. but then, what if it does .. this singleton blocks that from happening and also allows you to maybe reference values you needed to pick up such as userid, or, last score, or settings..
  • I meant one time every time the user launches the game by 'session', I should of been more clear about that. Thank you for the example though.