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Question I'm new and very lost.

Discussion in 'Scripting' started by Rickless, Dec 15, 2022.

  1. Rickless

    Rickless

    Joined:
    Dec 15, 2022
    Posts:
    4
    upload_2022-12-15_16-29-23.png I was trying to make a start game button but when I went to make a script to pull up the next scene this is the error I get now clue how to fix. upload_2022-12-15_16-29-9.png
     

    Attached Files:

  2. Max-om

    Max-om

    Joined:
    Aug 9, 2017
    Posts:
    486
    You need to add => if you want a expression bodied method. Or use curly braces for a classic method declaration
     
    Bunny83 likes this.
  3. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    6,016
    Like classes you need curly braces around your methods:
    Code (CSharp):
    1. public class MainMenu : Monobehaviour
    2. {
    3.     public void PlayGame()
    4.     {
    5.         //load scene
    6.     }
    7. }
    Though it's in your best interest to learn some basic C# tutorials and become familiar with C# language and it's syntax.
     
  4. Rickless

    Rickless

    Joined:
    Dec 15, 2022
    Posts:
    4
    Hey so I figured it all out and fixed the script and it worked but when I set it into play mode and empty space or button that has the script just disappears I tried saving before entering play mode but that did not work.
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,970
    Welcome to debugging. Here's how to get started quickly and easily:

    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 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.

    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/

    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.

    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)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  6. Max-om

    Max-om

    Joined:
    Aug 9, 2017
    Posts:
    486
    I think you should mention breakpoints and stepping in your wiki too.
     
  7. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,970
    You're not wrong Max... but...

    When trouble-reporting is of the type that ends with:

    I really just try to keep it simple.

    Also, Unity's debugging freezes the Unity editor, which to you and I makes sense, but it confuses new users.

    And finally, just setting up the IDE tooling and attaching the debugger can be a challenge.
     
    Ryiah likes this.
  8. Max-om

    Max-om

    Joined:
    Aug 9, 2017
    Posts:
    486
    Since its a generic wiki you cut and paste I think it can be mentioned it atleast :D