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find terrian with tag?

Discussion in 'Scripting' started by Aviation_Simmer, May 15, 2022.

  1. Aviation_Simmer

    Aviation_Simmer

    Joined:
    Aug 30, 2021
    Posts:
    110
    Hey! I am looking to find the terrians with the tag...

    I have this code:
    Code (CSharp):
    1. GameObject.FindGameObjectsWithTag("Terrian");
    but how can I make it work with a terrian? thanks!
     
  2. SourGummi

    SourGummi

    Joined:
    Nov 14, 2021
    Posts:
    96
    you're not gonna find a game object with the wrong tag name;
    Code (CSharp):
    1. GameObject.FindGameObjectsWithTag("Terrian");
    you spelt Terrain wrong.
     
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  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    First, fix your misspellings:

    - in the name of the tag
    - in the tag that the object is tagged with
    - in the string above.

    Once you have eliminated that madness, read the API above:

    "Find GameObjects With Tag"

    That will find a collection of GameObjects (from zero to many).

    Are you looking for FindGameObjectWithTag() ? That finds ONE.

    A Terrain is a Component plugged into a SINGLE GameObject.

    As with EVERYTHING in Unity, to get ANY Component from ANY GameObject, use the .GetComponent<T>() method on the GameObject.

    Verify your work at each step of the process with Debug.Log():

    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, 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
     
    Last edited: May 15, 2022
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