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Question Components not getting fetched on android

Discussion in 'Editor & General Support' started by nntsrg50, Aug 5, 2022.

  1. nntsrg50

    nntsrg50

    Joined:
    Feb 7, 2020
    Posts:
    3
    Greetings!

    I am making a 3d android game in Universal Render Pipeline and require some help to understand a workaround.

    Summary: I have a Player Component(Empty) and Asset/Prefab attached to it as Child. I have implemented Skin System where I am able to choose a Prefab and load.

    However all Skins are different in shape and size, and so I require to use collider according to Skin used.
    Applying collider to Prefabs is not triggering events.

    I solved this issue by assigning Mesh to a script in prefab, and calling it with a different script on Player.

    var collider = gameObject.GetComponent<MeshCollider>();
    collider.sharedMesh = SkinScore.myMeshC;

    Everything is working as expected in Play Mode inside Unity, however when I build it and run it on android, Player is not fetching collider.

    I am unable to figure the issue here.
     
    Last edited: Aug 5, 2022
  2. pixaware_pwedrowski

    pixaware_pwedrowski

    Joined:
    Oct 25, 2018
    Posts:
    116
    The best way is to connect your phone with a computer, set it as a test device and then Build and Run - you'll see all the logs directly from your device in Unity
     
    nntsrg50 and Kurt-Dekker like this.
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    Welcome to debugging!

    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 must find a way to get the information you need in order to reason about what the problem is.
     
    nntsrg50 likes this.
  4. nntsrg50

    nntsrg50

    Joined:
    Feb 7, 2020
    Posts:
    3
    Thanks, I will educate myself on Debugging over this weekend
     
  5. nntsrg50

    nntsrg50

    Joined:
    Feb 7, 2020
    Posts:
    3
    Thanks, I will try this with Unity Remote.