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Question Need help with Scripting error

Discussion in 'Scripting' started by FrostKnightTheGreat, Jun 3, 2023.

  1. FrostKnightTheGreat

    FrostKnightTheGreat

    Joined:
    Aug 22, 2020
    Posts:
    9
    So here's the deal I created a script which creates grids and within the grids I instantiate terrain objects which have random terrain in them. The player is then instantiated on the center cell of the grid. I attempted to make a script which loads and unloads cells based on which cell the player is in. However unity thinks that the player is in the first cell instead of the center cell. Thanks in advance and also here's my script (it's bad, I know, I am new to this)


    In one function :
    Instantiate(playerPrefab, new Vector3 (middle_pos.x, middle_pos.y + 10f, middle_pos.z), Quaternion.identity);







    private void CellLoadandUnload()
    {
    int currentIndex = PlayerCellCheck();
    print(currentIndex);
    }
    private int PlayerCellCheck()
    {
    GameObject standingOn = overlaped[0].gameObject;
    print(standingOn.name);
    GameObject cell = standingOn.transform.parent.gameObject;
    print(cell.name);
    return cells.IndexOf(cell);
    }
     
    Last edited: Jun 3, 2023
  2. FrostKnightTheGreat

    FrostKnightTheGreat

    Joined:
    Aug 22, 2020
    Posts:
    9
    Actually fixed it myself... Basically I was referencing the player variable in the editor, all I had to do was edit it to such that player is declared when I instantiate the game object

    So it would be: player = Instantiate(playerPrefab, new Vector3 (middle_pos.x, middle_pos.y + 10f, middle_pos.z), Quaternion.identity).transform;
     
    AngryProgrammer likes this.
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Sweet!! For future reference:

    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/

    When you have a compiler error;

    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.

    ----------------

    And best of all, here is how you can begin your exciting new debugging adventures:

    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 names of the GameObjects or Components involved?
    - 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.

    Visit Google for how to see console output from builds. 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)" - Kurt Dekker (and many others)

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