Search Unity

  1. We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. Read our full announcement for more information and let us know if you have any questions.

Question Enable / Disable gameobject does not work in build

Discussion in 'Scripting' started by Malus_Khan, Mar 20, 2022.

  1. Malus_Khan

    Malus_Khan

    Joined:
    Jan 6, 2018
    Posts:
    1
    Hello
    I have a system who manage virtual camera in a scene. This work perfectly in development : I enable/disable the CinemachineVirtualCamera component. But when I want to test it in a build it does not work. I cannot enable a disable CinemachineVirtualCamera component.

    Here my script where I disable all virtual cameras and I enable only one camera.

    Code (CSharp):
    1.  
    2. void SetCamera() {
    3.     Transform cameraFollower = player.transform.Find("CameraFollower");
    4.     Transform characterSwitcher = player.transform.Find("CharacterSwitcher");
    5.     GameObject[] camerasList = GameObject.FindGameObjectsWithTag("PlayerCamera");
    6.     for(int i = 0; i < camerasList.Length; i++) {
    7.         camerasList[i].GetComponent<CinemachineVirtualCamera>().Follow = cameraFollower.transform;
    8.         camerasList[i].GetComponent<CinemachineVirtualCamera>().LookAt = cameraFollower.transform;
    9.         if (i != currentCameraIndex) {
    10.             camerasList[i].GetComponent<CinemachineVirtualCamera>().enabled = false;
    11.         }
    12.     }
    13.     camerasList[currentCameraIndex].GetComponent<CinemachineVirtualCamera>().enabled = true;
    14.     cameraFollower.GetComponent<Cameras.CameraFollower>().currentCamera = camerasList[currentCameraIndex].GetComponent<CinemachineVirtualCamera>();
    15.     characterSwitcher.GetComponent<Actions.CharacterSwitcher>().currentCamera = camerasList[currentCameraIndex].GetComponent<CinemachineVirtualCamera>();
    16. }
    17.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,571
    When behaviour differs from editor to build like this, it's often the result of execution order between different scripts. Hopefully an error is thrown and you can see it using the techniques below.

    Another common source of difference is loading resources improperly, but that doesn't appear to apply here, at least in the code above.

    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.

    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.

    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
     
    Gregoryl likes this.