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Resolved Teleport script is being...weird.

Discussion in 'Scripting' started by QuickiSticki, Mar 18, 2021.

  1. QuickiSticki

    QuickiSticki

    Joined:
    Nov 18, 2020
    Posts:
    16
    My teleport script is being funky. It does not throw any errors. When in game, it only works part of the time. I can shoot the same spot over and over and it will work sometimes and then will not work.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class TeleportLand : MonoBehaviour
    {
    private float lifeTimer = 2f;
    private float timer;
    void Start()
    {
    GameObject player = GameObject.Find("Player Character");
    player.transform.position = this.transform.position;
    GetComponent<AudioSource>().Play();
    }
    void Update()
    {
    timer += Time.deltaTime;
    if (timer >= lifeTimer)
    {
    Destroy(gameObject);
    }
    }
    }

    Checking the code with debug, everything checks out. I am thinking that the player.transform.position change is the problem. Perhaps I am not wording it correctly or maybe the code is slow. Either way, it is not reliable. The only other thing I can think to mention is that when it does NOT work, my character does shake a bit in place, but doesn't move.

    And yes, I know, GameObject.Find is not great to use.

    Thank you guys for any ideas or help you can give!
     
    Last edited: Mar 18, 2021
  2. alexeu

    alexeu

    Joined:
    Jan 24, 2016
    Posts:
    210
    Start() method works ONE TIME no more.
     
  3. alexeu

    alexeu

    Joined:
    Jan 24, 2016
    Posts:
    210
    and maybe you have to reset the timer to zero after the destroy statment
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    8,169
    The script seems ok, maybe look into when it's being instantiated as being the problem?
     
  5. QuickiSticki

    QuickiSticki

    Joined:
    Nov 18, 2020
    Posts:
    16
    Thank you guys for the replies. I seem to have fixed it. I only want the position change to occur once, so Start() was fine. However, I moved the position change to Update and then made a bool so it would still only run once, and it seems to work correctly now. Here is the new code, if you are interested:

    public class TeleportLand : MonoBehaviour
    {
    private float lifeTimer = 2f;
    private float timer;
    private GameObject player;
    bool positionChanged = false;
    void Start()
    {
    player = GameObject.Find("Player Character");
    GetComponent<AudioSource>().Play();
    }
    void Update()
    {
    if(!positionChanged)
    {
    player.transform.position = this.transform.position;
    positionChanged = true;
    }

    timer += Time.deltaTime;
    if (timer >= lifeTimer)
    {
    Destroy(gameObject);
    }
    }
    }
     
  6. QuickiSticki

    QuickiSticki

    Joined:
    Nov 18, 2020
    Posts:
    16
    This object gets destroyed and remade each time you shoot the teleport, so no need to reset the timer, and it really only needs to be called once. :)
     
  7. alexeu

    alexeu

    Joined:
    Jan 24, 2016
    Posts:
    210
    Hapy it works, but AcidArrow is probably right. take a look to where you generate the new gameobject

     
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