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Bug Some code not running

Discussion in 'Scripting' started by rycornx, Jun 27, 2023.

  1. rycornx

    rycornx

    Joined:
    Oct 4, 2017
    Posts:
    122
    I'm having a weird problem with my attack combo function. For some reason sometimes after the third swing in the combo (and only then) the reset part stops working.
    To make things weirder the first debug never prints anything and once the problem happens the second debug also stops printing. Please help, I don't even know what the problem is and can't find and fix the problem when even the code doesn't do as written.
    Code (CSharp):
    1. public void AttackControl()
    2.     {
    3.         Debug.Log("AttackControl");
    4.         //attack
    5.         if (m_Input.attack)
    6.         {
    7.             if (m_comboHitStep == m_COMBO_MAX_STEP)
    8.                 return;
    9.             float t = m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
    10.             if (m_comboHitStep == -1 || (t >= 0.1f && t <= 0.8f))
    11.                 {
    12.                     if (_comboAttackResetCoroutine != null)
    13.                         StopCoroutine(_comboAttackResetCoroutine);
    14.                     m_comboHitStep++;
    15.  
    16.                     m_Animator.SetTrigger("Attack");
    17.                     m_Animator.SetInteger("AttackComboStep", m_comboHitStep);
    18.                     _comboAttackResetCoroutine = StartCoroutine(_ResettingAttackCombo());
    19.                 }
    20.             m_Input.attack = false;
    21.  
    22.         }
    23.  
    24.         Debug.Log(m_Animator.GetCurrentAnimatorStateInfo(0).tagHash + " = " + Animator.StringToHash("Attack") + " t: " + Time.time);
    25.         if (canreset && m_Animator.GetCurrentAnimatorStateInfo(0).tagHash != Animator.StringToHash("Attack"))
    26.         {
    27.             m_comboHitStep = -1;
    28.             m_Animator.SetInteger("AttackComboStep", m_comboHitStep);
    29.             canreset = false;
    30.         }
    31.     }
     
  2. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,769
    Probably because you're completely exiting the method in lines 7/8.
     
    Kurt-Dekker likes this.
  3. rycornx

    rycornx

    Joined:
    Oct 4, 2017
    Posts:
    122
    that might be it but doesn't explain the first debug never working
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Keep going back up the chain, adding debug.

    If this is called by a Button, make sure it still is there, enabled, etc. after the first run.

    You can also try remove the delegate and re-add it to the Button in case some subtle change to types happened.

    Remember to add the second argument to Debug.Log() to find out WHO is printing this.

    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 for 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.
     
    spiney199 likes this.
  5. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,769
    Then the code isn't running at all, so its just a matter of debugging the reason for that.
     
  6. rycornx

    rycornx

    Joined:
    Oct 4, 2017
    Posts:
    122
    spiney199 was correct about the problem. I was exiting the function before it could ever reset the value. This function was called every frame, but I still can't figure out why the first debug doesn't print yet everything after it ran just fine
     
  7. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    3,495
    Are you sure that the debug log does not print? Maybe you enabled "collapse" in the console? Note that the Unity console will collapse ALL messages which have the same content, not just those which are next to each other. So all you'll see in that case is the counter going up at that message.

    Though just to make something clear:
    • You said the issue seems to be that your "AttackControl()" method isn't executing at all, but you haven't shown where it's actually called from.
    • You said that the reset mechanism doesn't work, but you haven't shown that either
    I would guess that the "_ResettingAttackCombo" coroutine will actually set "canreset" to true after a certain timeout? You know that coroutines will be terminated if the gameobject or component is disabled / deactivated. This would also stop Update from being called.
     
  8. rycornx

    rycornx

    Joined:
    Oct 4, 2017
    Posts:
    122
    The problem was that my line capable resetting the combo step was after the code that leaves the function when it hots the max values so the code to reset is never reached