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Resolved No errors, but it doesn't work

Discussion in 'Scripting' started by VisedPainter_241, Jun 12, 2022.

  1. VisedPainter_241

    VisedPainter_241

    Joined:
    Apr 3, 2022
    Posts:
    25
    Good afternoon, I am making an arkanoid in which I am with the life bar, the problem here is that I have programmed it so that when the ball hits the wall below, because you have not been able to hit it, the life bar decreases, in the console there are no errors, but it does not work.
    If someone can help me I would be very grateful.
    Here is the code:
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class Bounds : MonoBehaviour
    6. {
    7.     public int maxHealth = 3;
    8.     public int currentHealth;
    9.     public HealthBar healthBar;
    10.     // Start is called before the first frame update
    11.     void Start()
    12.     {
    13.         currentHealth = maxHealth;
    14.         healthBar.SetMaxHealth(maxHealth);
    15.     }
    16.  
    17.     // Update is called once per frame
    18.     void Update()
    19.     {
    20.        
    21.     }
    22.    
    23.     private void OnTriggerEnter2D(Collider2D other)
    24.     {
    25.         other.GetComponent<Ball>().Respawn();  
    26.     }
    27.  
    28.     private void OnTriggerEnter2D (Collision2D col)
    29.     {
    30.         if(col.gameObject.name == "Ball")
    31.         {
    32.             TakeDamage(1);
    33.         }
    34.     }
    35.  
    36.    
    37.  
    38.     void TakeDamage (int damage)
    39.     {
    40.         currentHealth -= damage;
    41.         healthBar.SetHealth(currentHealth);
    42.     }
    43.  
    44. }
    45.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,736
    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

    You must find a way to get the information you need in order to reason about what the problem 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.

    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/

    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. VisedPainter_241

    VisedPainter_241

    Joined:
    Apr 3, 2022
    Posts:
    25
    is right, and now says me the console: the local function OnTriggerEnter2D is declared but never used.
    and how i can fix it? now i put the function in update, what should i do?
     
  4. VisedPainter_241

    VisedPainter_241

    Joined:
    Apr 3, 2022
    Posts:
    25
    it says this Captura de pantalla 2022-06-12 164359.png
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,736
    The first stop should be the documentation... you will notice that OnTriggerEnter2D does not take that kind of argument. Go see for yourself! Correct the argument and it will likely solve the issue.

    You'll also notice only ONE of your OnTriggerEnter2D() functions has the correct argument. See the docs for what is correct. You only want to have ONE of those.
     
  6. VisedPainter_241

    VisedPainter_241

    Joined:
    Apr 3, 2022
    Posts:
    25