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

If Statement does nothing

Discussion in 'Scripting' started by Jazumn, Aug 15, 2021.

  1. Jazumn

    Jazumn

    Joined:
    Jan 25, 2021
    Posts:
    23
    Hello, I guess pretty simple but I can't figure it out. The following statement does nothing and Debug shows nothing whe I use it. The bool itself works fine in another Script exactly like that for loading a new scene, so it does grab the Affinity. But somehow it does not activate anything...

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using PixelCrushers.LoveHate;
    5.  
    6. public class Butterflies : MonoBehaviour
    7. {
    8.  
    9.     public GameObject Butter;
    10.     float one;
    11.    
    12.     void Start()
    13.     {
    14.         Butter.SetActive(false);
    15.         one = 1;
    16.     }
    17.  
    18.     public void Butterfly()
    19.     {
    20.         if (one == 1)
    21.         {
    22.             bool isDrunkenManPositive = FactionManager.instance.GetAffinity("Player", "DrunkenMan") > 0;
    23.             if (isDrunkenManPositive)
    24.             {
    25.                 Butter.SetActive(true);
    26.             }
    27.         }
    28.     }
    29.  
    30.     public void Update()
    31.     {
    32.         Butterfly();
    33.     }
    34.  
    35. }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,762
    Don't stop at one debug statement... keep sprinkling!!

    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
     
    Bunny83 likes this.
  3. LethalInjection

    LethalInjection

    Joined:
    Jan 25, 2015
    Posts:
    36
    As Kurt-Dekker suggested, logging is always helpful.

    Perhaps add this to the Butterfly method, and before the If statement.
    Debug.Log("Butterfly : " + one.ToString("F") + " " + one.ToString("E") + " " + (one==1) + " " + (one==1f) );

    Edit:
    check the line for setting the gameobject to false in the Start method. Where is Butter pointing to ?
     
    Last edited: Aug 15, 2021