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Scripts on Instantiated game object (prefab) stopped working

Discussion in 'Scripting' started by ydydxhg, Sep 21, 2022.

  1. ydydxhg

    ydydxhg

    Joined:
    Apr 25, 2014
    Posts:
    2
    Hey guys,

    I am new to Unity and having some trouble with dynamically create prefab game objects.

    I have a spawner script that is suppose to create a randomly number of items on game start
    Code (CSharp):
    1.  void Start()
    2.     {
    3.         _count = Random.Range(2, 10);
    4.  
    5.         var start = transform.position;
    6.         for (int i = 0; i < _count; i++)
    7.         {
    8.             Vector3 pos = new Vector3(start.x + (i * 1), start.y, start.z);
    9.             Instantiate(ObjectToSpawn, pos, transform.rotation);
    10.         }
    11.     }
    the object to spawn is a prefab with drag and drop script in it.
    Now if I menually create x number of it on the game scene, each individual item's drag and drop feature works well.

    but with the dynamically spawned game objects, only the first one generated has the feature working, the rest of them don't.

    I wonder if I am missing anything here? Please advice

    Thanks a lot
    Paul
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    The answer lies most likely in whatever script handles this "feature".

    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.
     
    ydydxhg likes this.
  3. ydydxhg

    ydydxhg

    Joined:
    Apr 25, 2014
    Posts:
    2
    Thank you so much for the detailed instruction, I have done some play around and discoverred that they were covered by other game objectss.
     
    Last edited: Sep 21, 2022