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Array impossible set active

Discussion in 'Scripting' started by Miw4n, Jul 16, 2022.

  1. Miw4n

    Miw4n

    Joined:
    Apr 10, 2022
    Posts:
    2
    Hello,
    i'm kinda new in coding, but i try to activate a array of gameobject using
    OnTriggerEnter and depending of the tag of the collider.
    what i tried : checking the layers, changing the tag, using another gameobjetcs, run the script with another order, run it with another script, checking debug.log that all seem ok..
    is it a kind of bug ?
    i can't understand why it not work

    here is my code :


    Code (CSharp):
    1.    
    2.   [SerializeField] float waitTime = 2f;
    3.  
    4.     GameObject[] plusquarante2; //array of my objects
    5.  
    6.    
    7.     GameObject[] plusdix; // objetcs that will collide (plusdix tag)
    8.  
    9.     [SerializeField]
    10.     GameObject
    11.            originball, ball1,
    12. ball2, ball3, ball4, ball5, ball6, ball7, ball8, ball9,
    13. ball10, ball11, ball12, ball13, ball14, ball15, ball16, ball17,
    14. ball18, ball19, ball20, ball21, ball22, ball23, ball24, ball25,  //this objetcs will be the ones with plus40 tag
    15. ball26, ball27, ball28, ball29, ball30, ball31, ball32, ball33,
    16. ball34, ball35, ball36, ball37, ball38, ball39, ball40, ball41;
    17.  
    18.  private void Start()
    19.     {
    20.         if (plusquarante2 == null)
    21.             plusquarante2 = GameObject.FindGameObjectsWithTag("+40");
    22.         foreach (GameObject plusquarante2 in plusquarante2)
    23.         {
    24.             plusquarante2.SetActive(false); // work fine here.
    25.         }
    26.     }
    27.  
    28.     private void OnTriggerEnter(Collider other)
    29.     {
    30.         spawnerplus4010();
    31.         // StartCoroutine(Pauseandkill(waitTime));
    32.     }
    33.    
    34.     public void spawnerplus4010()
    35.     {
    36.  
    37.         if (GameObject.FindGameObjectWithTag("plus10"))
    38.         {
    39.             foreach (GameObject plusquarante2 in plusquarante2)
    40.             {
    41.                 plusquarante2.SetActive(true); // nothing happen here .. <-----<----
    42.                 Debug.Log(plusquarante2); // that return all the objetcs with tag +40, works fine
    43.                
    44.             }
    45.         }
    46.     }
    47.  
    48.     IEnumerator Pauseandkill(float waitTime)
    49.     {
    50.         yield return new WaitForSeconds(waitTime);
    51.         killother();
    52.  
    53.     }
    54.  
    55.     public void killother()
    56.     {
    57.  
    58.         if (plusdix == null)
    59.             plusdix = GameObject.FindGameObjectsWithTag("+10");
    60.         foreach (GameObject plusdix in plusdix)
    61.         {
    62.             plusdix.SetActive(false);  
    63. // i need to setactive false objetcs with tag +10 after active true the ones with tag +40... actually not working either ...
    64.         }
    65.  
    66.     }
    67. }

    thanks you for reading me
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    Here's how you can debug it. 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
    - you're getting an error or warning and you haven't noticed it in the console window

    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 supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    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, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    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

    You should learn about collections (arrays and Lists) so you don't have to have nonsense like ball1,ball2, etc
     
  3. Miw4n

    Miw4n

    Joined:
    Apr 10, 2022
    Posts:
    2
    Thanks !
    Well I have many things to try..