🎮 Unity C# Basics: Start() vs Update()


🚪 My First “Wait, Why Didn’t That Run?” Moment
When I wrote my first Unity script, I proudly put my code inside Start()
.
Hit Play.
Nothing happened.
Then I tried Update()
.
Boom — it worked. But it kept running forever.
That’s when I realized: these two methods aren’t the same at all. They look similar, but they live very different lives
Start() Explained
Think of Start() as your “one-time setup.”
It runs once, the moment your GameObject becomes active.
void Start()
{
Debug.Log("I run once at the beginning 🚀");
}
Perfect for things like:
Setting a player’s starting health ❤️
Spawning enemies at the beginning 👾
Playing an intro sound 🎵
🔄 Update() Explained
Meanwhile, Update() is Unity’s heartbeat.
It runs every single frame while the GameObject is active.
void Update()
{
Debug.Log("I run every frame 🔄");
}
Perfect for things like:
Moving a character 🕹️
Checking for player input ⌨️
Updating score or UI in real time 🎯
🏃 A Quick Example
Let’s say you want a cube to:
Start at a random position (set once at the beginning).
Keep moving right (every frame).
using UnityEngine;
public class StartVsUpdate : MonoBehaviour
{
void Start()
{
transform.position = new Vector3(Random.Range(-5, 5), 0, 0);
Debug.Log("Cube spawned at a random spot 🎲");
}
void Update()
{
transform.Translate(Vector3.right * Time.deltaTime);
}
}
👉 Run this, and your cube appears somewhere random — then slides right forever.
That’s Start vs Update in action.
⚡ Quick Cheat Sheet
Start() = Runs once at the beginning. Great for setup.
Update() = Runs every frame. Great for continuous logic.
Or in plain English:
Start is your “first impression.”
Update is your “daily grind.”
🎯 Wrapping Up
The trick isn’t to pick Start or Update — it’s knowing when to use each.
Start handles your one-time prep.
Update powers your moment-to-moment gameplay.
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