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Question Double-pressing button disables placement functionality

Discussion in 'Scripting' started by alex_764, Mar 1, 2023.

  1. alex_764

    alex_764

    Joined:
    Nov 24, 2021
    Posts:
    4
    I have a script that lets you have the ability to place FarmPrefabs on a tile after you have pressed the button, and then disables that ability once you've placed a farm to create the illusion that pressing the button lets you "buy" individual FarmPrefabs to place them. The problem here is that double-clicking the button makes it so that you can't place FarmPrefabs for whatever reason. Can someone fix this?

    Button Script:
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.UI;
    5.  
    6. public class FarmButton : MonoBehaviour
    7. {
    8.     [SerializeField] private Tile _tilePrefab;
    9.     [SerializeField] private Transform _highspawn;
    10.     private Tile _selectedTile;
    11.  
    12.     public void OnClick()
    13.     {
    14.         if (_selectedTile != null)
    15.         {
    16.             Instantiate(_tilePrefab.farmPrefab, new Vector2(_highspawn.position.x, _highspawn.position.y), Quaternion.identity);
    17.         }
    18.     }
    19.  
    20.     public void SetSelectedTile(Tile tile)
    21.     {
    22.         _selectedTile = tile;
    23.     }
    24. }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    What you describe sounds like the best kind of bug: 100% reproducible.

    Since that's the case, it's time to figure out what's wrong and fix it.

    This process is called debugging and here is how you can get started on your 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 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/

    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)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. alex_764

    alex_764

    Joined:
    Nov 24, 2021
    Posts:
    4
    There's nothing wrong with the code. I just don't want it to do one specific thing that could be seen as a bug
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    ABSOLUTELY NOTHING about doubletapping or blocking clicks is in the code above.

    See steps listed above to begin your debugging journey.

    - identify WHY the "one specific thing that could be seen as a bug" is happening

    - reason about how it might be changed so that it "just don't [do] it"

    - change it

    Remember, code is a teeny tiny microscopic fraction of any given game. The scene and every asset is also part of the problem space so you must be prepared to investigate and reason about them, and the processes above work 100% of the time.
     
  5. dogmachris

    dogmachris

    Joined:
    Sep 15, 2014
    Posts:
    1,373
    If I'd have to bet, I'd say the bug has a hand on the mouse.

    Seriously though, you pointed it out yourself: the code is working, but it's not behaving the way you want it to. That's nothing short of the ideal environment for debugging it - and I'm not saying this, because I don't want to help you, I'm saying it, because from your code I can't see what's causing it.