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Question Repeated Collision trigger on anim

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

  1. Ademiz

    Ademiz

    Joined:
    Apr 16, 2021
    Posts:
    6
    So, my guy swinging his sword triggers a collision on his last hit, like so :

    Code (CSharp):
    1. private void OnTriggerEnter2D(Collider2D collision)
    2.     {
    3.         attaked = collision.transform.gameObject;
    4.         attaker = transform.parent.gameObject;
    5.  
    6.  
    7.         if (attker.tag != attked.tag)
    8.         {
    9.              //deplete health each time
    10.          }
    11.      }
    On 2nd iteration the "attaker" gets the parent of the object I got in 1st iteration which is....not I want.

    I feel like I'm going in the wrong direction could you point me toward better ways to handle this ?
    (Also at some point there might be several "attaked" objects)
     
    Last edited: Jun 3, 2023
  2. overdrink

    overdrink

    Joined:
    Oct 31, 2022
    Posts:
    3
    Hello,
    Do you have multiple collision box on your character, or the enemy ? Or maybe your sword collided with the ground. Try to print some log with attacked objects to analyse this.

    But I don't really understand what you are trying to do, why do you need to know the attacker ?
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,559
    Then you hit the wrong thing. Or something else is happening. Sounds like it's time to print some names!

    Time to start debugging! 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.