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Question Need help with delaying my script

Discussion in 'Scripting' started by froggpogg018, Aug 21, 2023.

  1. froggpogg018

    froggpogg018

    Joined:
    Aug 21, 2023
    Posts:
    4
    I need help delaying my script for an elevator, I keep trying to find ways but they don't make much sense. I'm new to coding. I know that most likely this isn't the way to go about it I just want it to first execute the Section of Elevatorup then wait and then execute ElevatorDown.


    Code (CSharp):
    1. public class Elevator : MonoBehaviour
    2. {
    3.     public Transform target;
    4.     public Transform target2;
    5.     public float t;
    6.     public float speed;
    7.     public float DelayAmount = 5f;
    8.     // Update is called once per frame
    9.    
    10.     void start()
    11.     {
    12.         Invoke("Elevatorup", DelayAmount);
    13.         Invoke("ElevatorDown", DelayAmount);
    14.     }
    15.    
    16.     void Elevatorup()
    17.     {
    18.         Vector3 a = transform.position;
    19.         Vector3 b = target.position;
    20.         transform.position = Vector3.MoveTowards(a, b, speed);
    21.     }
    22.     void ElevatorDown()
    23.     {
    24.         Vector3 a = transform.position;
    25.         Vector3 c = target2.position;
    26.         transform.position = Vector3.MoveTowards(a, c, speed);
    27.     }
    28. }
    29.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
  3. PraetorBlue

    PraetorBlue

    Joined:
    Dec 13, 2012
    Posts:
    7,718
    Code (CSharp):
    1. void start()
    This is not a message that exists in Unity and Unity will not run this automatically. Use an actual message such as Start if you want it to run.
     
    Kurt-Dekker likes this.
  4. wideeyenow_unity

    wideeyenow_unity

    Joined:
    Oct 7, 2020
    Posts:
    728
    You are telling both things to happen at the same time, so I would assume that elevator looks like it's in a earthquake, lol. But a simple example would just be something like:
    Code (CSharp):
    1. Invoke("Elevatorup", DelayAmount);
    2. Invoke("ElevatorDown", DelayAmount * 2);
    Or even just don't have a wait on the first one. But calling this in
    Start()
    makes no sense, unless you're just playing around with it. So all good
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Yeah, looking at this more, this is going to do nothing whatsoever elevator-like.

    Start with tutorials. There are a LOT of distinct parts to an elevator, including action-over-time type parts.

    Screen Shot 2023-08-21 at 10.01.39 AM.png


    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
    wideeyenow_unity likes this.
  6. froggpogg018

    froggpogg018

    Joined:
    Aug 21, 2023
    Posts:
    4
    hey thanks, yeah I kept on deleting retyping following tutorial after tutorial trying to get things to work. thanks, wouldn't have seen the mistake myself
     
  7. froggpogg018

    froggpogg018

    Joined:
    Aug 21, 2023
    Posts:
    4
    Just outta curiosity, would this work(the ideas is that its not so much a controlable elevator but an up and down moving platform) I figure it calls the one after the other as a sort of makeshift loop.(my mind sometimes just trys ideas wether they are good are not, and am not sure where to peg this one)
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class Elevator : MonoBehaviour
    6. {
    7.     public Transform target;
    8.     public Transform target2;
    9.     public float t;
    10.     public float speed;
    11.     public float DelayAmount = 5f;
    12.     // Update is called once per frame
    13.  
    14.     void Start()
    15.     {
    16.         Invoke("Elevatorup", DelayAmount);
    17.     }
    18.  
    19.     void Elevatorup()
    20.     {
    21.         Vector3 a = transform.position;
    22.         Vector3 b = target.position;
    23.         transform.position = Vector3.MoveTowards(a, b, speed);
    24.         Invoke("ElevatorDown", DelayAmount);
    25.     }
    26.     void ElevatorDown()
    27.     {
    28.         Vector3 a = transform.position;
    29.         Vector3 c = target2.position;
    30.         transform.position = Vector3.MoveTowards(a, c, speed);
    31.         Invoke("Elevatorup", DelayAmount);
    32.     }
    33. }
     
  8. froggpogg018

    froggpogg018

    Joined:
    Aug 21, 2023
    Posts:
    4

    nevermind, just teleports between these two states upload_2023-8-21_20-4-21.png upload_2023-8-21_20-4-18.png
     
  9. wideeyenow_unity

    wideeyenow_unity

    Joined:
    Oct 7, 2020
    Posts:
    728
    Start with a simple timer:
    Code (CSharp):
    1. int timer;
    2.  
    3. void Update()
    4. {
    5.    timer++;
    6.    int duration = 30;
    7.    if (timer < duration) { ElevatorUp(); }
    8.    else if (timer < duration * 2) { ElevatorDown(); }
    9.    else { timer = 0; }
    10. }
    And just have simple movement in your up/down functions.

    Once you get a feel for how everything works, then start playing around with duration, moveSpeed, and or position stops. :)
     
  10. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    For smooth movement over time, try this pattern:

    Smoothing movement between any two particular values:

    https://forum.unity.com/threads/beginner-need-help-with-smoothdamp.988959/#post-6430100

    You have currentQuantity and desiredQuantity.
    - only set desiredQuantity (eg, "Elevator, go to floor X now.")
    - the code always moves currentQuantity towards desiredQuantity
    - read currentQuantity for the smoothed value (you would use this to position the elevator)

    Works for floats, Vectors, Colors, Quaternions, anything continuous or lerp-able.

    The code: https://gist.github.com/kurtdekker/fb3c33ec6911a1d9bfcb23e9f62adac4

    Another approach would be to use a tweening package such as LeanTween, DOTween or iTween.