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KillScript

Discussion in 'Scripting' started by T05619, Apr 19, 2022.

  1. T05619

    T05619

    Joined:
    Apr 19, 2022
    Posts:
    5
    I want to make it so the player gets moved to the cords -9, -1 , 0 when it touches a object with the tag "Kill". Its currently doing nothing. The code runs to the end but never actually does anything. This is my code:

    Code (CSharp):
    1. void OnTriggerEnter(Collider other)
    2. {
    3.    if (other.transform.CompareTag("Kill"))
    4.       transform.position = new Vector3(-9, -1 , 0);
    5. }
     
    Last edited: Apr 19, 2022
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,947
    Sounds AWESOME! How's it going?

    How to report your problem productively in the Unity3D forums:

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

    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/

    You may edit your post above.

    If you have no idea what is going, here is a process to help you fix that deficiency.

    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.

    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
     
  3. T05619

    T05619

    Joined:
    Apr 19, 2022
    Posts:
    5
    The code runs to the end but it never activates even though its touching an object with the "Kill" tag.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,947
    Line 4 above moves the Transform that this script is on. Is that correct?

    Is something else moving it back immediately afterwards? Animations? Another script?

    Try just Destroy()-ing the gameObject... does that work?

    etc. etc. etc

    This is just basic Debugging 101. Whatever the problem is, you have to try stuff and get information, as I noted above. Nobody here can look at 2 lines of code and tell you what's wrong.
     
  5. T05619

    T05619

    Joined:
    Apr 19, 2022
    Posts:
    5
    I found the problem. Thanks for the help :)
     
    Kurt-Dekker likes this.