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

Ques-tlyQues-tly
2 min read

🚪 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:

  1. Start at a random position (set once at the beginning).

  2. 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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