Execution order within the Update() loop method in Unity3D
I'm trying to find the appropriate words to use to describe the issue that I am having, hopefully this will explain the problem. I have two Update() methods in two different classes, and some of the functionality in one is reliant on data from another. Code A is reliant on Code B's data, using Debug.Log() I found that Code B's Update() is being executed after Code A's Update() . My question is, Is there a out of box method to controller the Call stack of the Update method? If there is how is it done? If there isn't, does anyone have any technique that I could employ to resolve the problem. I