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player coin collect script failure

Discussion in 'Scripting' started by splashcoder2090, Nov 23, 2021.

  1. splashcoder2090

    splashcoder2090

    Joined:
    Jul 5, 2021
    Posts:
    4
    I tried to make a custom coin collecting script but there were errors and I couldn't fin out any way to fix it.

    Code (CSharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5.  
    6. public class CollectPlastic : MonoBehaviour
    7. {
    8.  
    9.  
    10.     if (Input.GetMouseButtonDown(1)) && OnTriggerEnter2D(Collider2D other)
    11.     {
    12.         if (other.gameObject.CompareTag("plastic"))
    13.         {
    14.             Destroy(other.gameObject);
    15.         }
    16.     }
    17.  
    18. }
    19.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,756
    Looks like a metric ton of just simple bog-standard all-day-long typos!

    EDIT: Never mind, the above isn't even even remotely valid C# code... go back to any basic tutorial to understand how to create methods and put code in them... and conflating that OnTrigger thing with an if statement, that's not even remotely how it works. Start with the docs!

    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.

    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.

    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.

    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:

    Tutorials are a GREAT idea. Tutorials should be used this way:

    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... SEE ABOVE!
     
  3. adehm

    adehm

    Joined:
    May 3, 2017
    Posts:
    369
    OnTriggerEnter2D(Collider2D other) is an event method and can't be directly used as a comparison as far as I know.

    Code (CSharp):
    1. void OnTriggerEnter2D(Collider2D other)
    2. {
    3.     if (Input.GetMouseButtonDown(1)
    4.     {
    5.         if (other.gameObject.CompareTag("plastic"))
    6.         {
    7.             Destroy(other.gameObject);
    8.         }
    9.     }
    10. }
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,756
    This will NOT work reliably. GetMouseButtonDown() is ONLY valid in Update().

    In fact it is likely to not even work at all: you would need to right-click the mouse PRECISELY on the physics frame where it Entered the object. One frame early, one frame late and it will not work at all.

    Please, before anyone pastes more speculative modified code, GO TO SOURCE EXAMPLE CODE (either from the docs or from a tutorial that does what you want) and learn from it. There's a reason we do things a particular way, you know, "When in Rome..."
     
  5. adehm

    adehm

    Joined:
    May 3, 2017
    Posts:
    369
    I believe I answered why the unknown error that has occurred though I should have been more through and thought about all of the code posted. I don't believe people should be advised to refrain from posting in an attempt of assisting the original poster. Ofcourse all code will be speculative when trying to assist a user in which we cannot have the entire scope.

    You would also need to detect the mouse in Update and store that result for a time in which it is either changed by another Update and/or detected by the collision event. I could also go further to state that you should use object pooling instead of destroying objects while the gameplay is happening.