Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Animation don't want to play

Discussion in 'Scripting' started by ReWixon, Oct 16, 2021.

  1. ReWixon

    ReWixon

    Joined:
    Oct 14, 2021
    Posts:
    4
    upload_2021-10-16_17-47-38.png

    Can someone tell me why this isn't working? I tried Trigger too but still dont work. Help!
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,517
    Press play, select the object, open the Animator panel, go into the parameters and flip it by hand... does it animate?

    If not, fix the animation / animator.

    If so, then the problem is in the code.

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    Also, if you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/
     
    ReWixon likes this.
  3. ReWixon

    ReWixon

    Joined:
    Oct 14, 2021
    Posts:
    4
    Parameters are working. Function wont work at all but i dont know why(Tag is exactly the same) Btw. Sorry for not using Code tags, its my first post.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,517
    And that is why we sprinkle Debug.Log() statements everywhere to find out why! Nobody here knows. See above.

    Also, go read the documentation for collisions, specifically the requirements and precise function names. Even one character off makes it fail.
     
  5. ReWixon

    ReWixon

    Joined:
    Oct 14, 2021
    Posts:
    4
    But everything else works.
     
  6. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,615
    I'm thinking that you actually meant to use one of Unity's built-in collision handling messages. Maybe you meant to name your method OnColliderEnter2D instead?

    Don't use the name "Collision2D" anyway, since there is already a class named "Collision2D" in the Unity API.
     
  7. ReWixon

    ReWixon

    Joined:
    Oct 14, 2021
    Posts:
    4
    upload_2021-10-16_19-13-55.png

    still dont work ):
     
  8. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,517
    You seem defiantly unwilling to go to the documentation and LOOK how that function is spelled.

    Hint: it isn't spelled
    OnColliderEnter2D
    and it isn't spelled
    Collision2D


    We'll wait until you get back from the docs.