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Bug Collection system

Discussion in 'Scripting' started by DonutManDan, May 10, 2023.

  1. DonutManDan

    DonutManDan

    Joined:
    Jun 8, 2020
    Posts:
    4
    I'm trying to make a system where the player can collect Pills to increase their stats.
    This script I made is applied to the Player.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class PillCollect : MonoBehaviour
    6. {
    7.  
    8.     public int pillIndex = 0;
    9.  
    10.     void OnTriggerEnter(Collider other)
    11.     {
    12.         if (other.tag == "Pill")
    13.         {
    14.             pillIndex = Random.Range(0,3);
    15.  
    16.             Destroy(other);
    17.  
    18.             if (pillIndex == 0)
    19.             {
    20.                 PlayerMovement.speed = 17.5f;
    21.             }
    22.  
    23.             if (pillIndex == 1)
    24.             {
    25.                 PlayerMovement.jumpHeight = 100;
    26.             }
    27.  
    28.             if (pillIndex == 2)
    29.             {
    30.                 Weapon.cooldown = 1;
    31.             }
    32.  
    33.             if (pillIndex == 3)
    34.             {
    35.                 Weapon.maxAmmo = 16;
    36.             }
    37.         }
    38.     }
    39. }
    40.  
    There are no errors, but when the player walks over the pill, the pill isn't deleted, and the affects aren't applied.

    I'm new to unity, so i'm sorry if the awnser is obvious
     
  2. RadRedPanda

    RadRedPanda

    Joined:
    May 9, 2018
    Posts:
    1,647
    Does the pill have a Collider with isTrigger checked?
     
  3. DonutManDan

    DonutManDan

    Joined:
    Jun 8, 2020
    Posts:
    4
    It does, and the player has collision too
     
  4. DonutManDan

    DonutManDan

    Joined:
    Jun 8, 2020
    Posts:
    4
    also, if it helps, the player is a first person character with the character controller component
     
  5. RadRedPanda

    RadRedPanda

    Joined:
    May 9, 2018
    Posts:
    1,647
    Did you try checking if OnTriggerEnter is called at all? It's helpful to add Debug.Log statements inside of your code to understand which parts are actually running. First you would determine if OnTriggerEnter is called, then if the other.tag actually equates to "Pill", and etc. until you find the root of the problem.
     
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    Sounds like it is time to start debugging!

    Here is how you can begin your exciting new debugging adventures:

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

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    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 names of the GameObjects or Components involved?
    - 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.

    Visit Google for how to see console output from builds. 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/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    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

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  7. gabrielr1471

    gabrielr1471

    Joined:
    Jan 17, 2022
    Posts:
    3
    when you say "Destroy(this)," you simply saying to unity to delete the script not the object, try "Destroy(gameObject) instead"

    also, if collision not working, double check if the collider is on the same object of the script,then check if the player collider has a rigidbody, otherwise wont work


    ps: Check the tags also, If you see on code, the object who collides with the pill has to be pill, cause you comparing the tag to "pill"
     
    Nad_B likes this.
  8. RadRedPanda

    RadRedPanda

    Joined:
    May 9, 2018
    Posts:
    1,647
    Those are good points. I believe in the original script, DonutMan has done
    Destroy(other)
    , which destroys the Collider of the other object, and not the entire object. It would probably want to be
    Destroy(other.gameObject)
     
    Bunny83, Nad_B and DonutManDan like this.
  9. DonutManDan

    DonutManDan

    Joined:
    Jun 8, 2020
    Posts:
    4
    Alright, i've debugged the code, and figured that the pill is being collected, however, the only thing that's being destroyed is the collider, and not the mes
    Thanks, this helped a lot.
     
  10. Nad_B

    Nad_B

    Joined:
    Aug 1, 2021
    Posts:
    725
    Also
    Random.Range
    for integers has an exclusive upper bound, unlike floats.

    So
    Random.Range(0, 3)
    will never returns a 3. You should do
    Random.Range(0, 4)
    to get numbers between 0 and 3 (included).
     
    Kurt-Dekker and Bunny83 like this.