Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question Game behaves differently in Scene Mode and Play Mode

Discussion in '2D' started by Kossano, Aug 28, 2023.

  1. Kossano

    Kossano

    Joined:
    May 10, 2023
    Posts:
    12
    I belive it might be something related to physics hence posting here. However no idea how to debug that, since every debugging attempt gives expected results which are actually taking place in Scene Mode, however Play Mode doesn't reflect that and I wonder why.

    Video example on clipchamp
    https://clipchamp.com/watch/gtNXD87jMfp
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    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 for 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.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    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.



    Once you find out more information,

    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, log output, variable values, and especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)

    The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven't put effort into finding the documentation, why should we bother putting effort into replying?



    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    - Do not TALK about code without posting it.
    - Do NOT post unformatted code.
    - Do NOT retype code. Use copy/paste properly using code tags.
    - Do NOT post screenshots of code.
    - Do NOT post photographs of code.
    - ONLY post the relevant code, and then refer to it in your discussion.
     
  3. Kossano

    Kossano

    Joined:
    May 10, 2023
    Posts:
    12
    I know about Debug.Log() I use it really passionately to be fair. Everything fires as I expect it to.

    Will play with the rest. I do also use gizmos to check on collisions and so on.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    The moment you get a mismatch, pause the game (don't stop it).

    Now go dig around the live-but-paused scene to reason about why what the Camera sees differs from what the Scene contains.
     
  5. Kossano

    Kossano

    Joined:
    May 10, 2023
    Posts:
    12
    I am really trying, and appreciate your quick answers. But all the game objects are turned on or off accordingly to what is supposed to happen in the code, variables are on spot, logging reflects to variables. Debug.Break(); stops in correct moments. Will try to reduce a code maybe will find a culprit this way.

    Edit: It did helped. Your mentioning of camera reminded me that I had different approach to this mechanic before and I never got rid of that. Thanks.
     
    Last edited: Aug 28, 2023
  6. sildeflask

    sildeflask

    Joined:
    Aug 16, 2023
    Posts:
    142
    looks like culling

    really annoying stuff. How to fix, well mess with a lot of settings that handle culling, try to find the one that makes it work
    many times in my game stuff. i would call this prermature culling