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[HelpWanted] C# script does not correspond with Unity

Discussion in '2D' started by rossyruseva, Oct 8, 2021.

  1. rossyruseva

    rossyruseva

    Joined:
    Sep 9, 2021
    Posts:
    21
    Hello :)
    A newbie here.
    My C# script does not correspond with Unity. When clicking the play button, the capsule object should rotate. Any idea what this thing is not happening?
    upload_2021-10-8_17-48-19.png
    upload_2021-10-8_17-48-38.png
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    Is the script on the GameObject you want rotated one time at Start()?

    Beyond that, 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

    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 put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    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.

    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
     
  3. rossyruseva

    rossyruseva

    Joined:
    Sep 9, 2021
    Posts:
    21
    The script is on the Game object. However I don't know how to debug using Visual Studio Code.
     
  4. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,459
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    Is it on the McDrive prefab? Are there also animations on there? Animations always win.
     
  6. rossyruseva

    rossyruseva

    Joined:
    Sep 9, 2021
    Posts:
    21
    The created script is on the Game object - as, on the lessons, the created object is dragged into the script. There are no animations. The purpose was to show us that we can rotate, change the position of the object by using a code.