I just started to work with new unity networking system in Unity5. Today I found out a weird thing that I couldn't understand.
I make 2 new scripts and add "Debug.Log" into Start() and Update(), both of them, then disable the game object with 2 scripts added as components, once the game started, I enable the game object, check the console window, everything looks normal.
Then if I add NetworkManager game object and add "NetworkIdentity" to previous logging game object, start the game, host the game, the logging game object will be automatically enabled, then you will see this at console window.
It seems Start() and Update() functions are not according what they should be, did I misunderstanding any about Unity Networking??
Thanks for reminding, so I add "Awake()" into the test, then more weird things happened. A gameobject with "NetworkIdentity" will call its "Awake" before StartHost() to enable the gameobject in Editor Mode, but once you make a build, "Awake" will be call after StartHost(). This leads me more confused. :(


