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Bug Problem with nested for loops

Discussion in 'Scripting' started by vivAnicc, Oct 7, 2022.

  1. vivAnicc

    vivAnicc

    Joined:
    Jun 18, 2022
    Posts:
    2
    I'm experimenting with grids and 2d arrays, and I have a class that handles visuals.

    in Start() I use 2 for loops for creating the tiles and it works fine.

    Code (CSharp):
    1.         for (int x = 0; x < gridDimentions_x; x++)
    2.         {
    3.             for (int y = 0; y < gridDimentions_y; y++)
    4.             {
    5.                 tiles[x, y] = new GameObject("Tile", components).GetComponent<SpriteRenderer>();
    6.  
    7.                 SpriteRenderer renderer = tiles[x, y];
    8.  
    9.                 Debug.Log(x.ToString() + ", " + y.ToString());
    10.  
    11.                 renderer.transform.position = grid.GetOrigin() + grid.GetCellSize() * new Vector3(x, y);
    12.                 renderer.sprite = sprites[grid.GetValue(x, y).Tile];
    13.                 renderer.flipY = true;
    14.                 renderer.transform.localScale = scale * Vector3.one;
    15.                 renderer.transform.parent = TileMap.transform;
    16.             }
    17.         }
    Then I have a function called when the grid changes that should update the tiles with the new values, but the same for loops run only one time.

    Code (CSharp):
    1.     void UpdateVisuals()
    2.     {
    3.         for (int x = 0; x < gridDimentions_x; x++)
    4.         {
    5.             for (int y = 0; y < gridDimentions_y; y++)
    6.             {
    7.                 TileType currentTile = grid.GetValue(x, y).Tile;
    8.                 Debug.Log($"{x}, {y}");
    9.  
    10.                 if (sprites[currentTile] == tiles[x, y].sprite)
    11.                     return;
    12.  
    13.                 tiles[x, y].sprite = sprites[currentTile];
    14.             }
    15.         }
    16.     }
    The console only shows 0, 0

    Also there aren't errors in the console.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,963
    Line 11 in the second block might be your problem.

    Perhaps you are looking for the keyword
    continue
    instead of
    return
    ?

    If that ain't it, I'll be surprised. :) 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.

    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.

    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

    When in doubt, print it out!(tm)

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

    vivAnicc

    Joined:
    Jun 18, 2022
    Posts:
    2
    Thank you Kurt-Dekker, using
    continue
    fixed the problem.
    I was trying to find the issue using Debug.log() but I couldn't figure that
    return
    stop everything
     
    Kurt-Dekker likes this.