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Trigger + .SetActive not working

Discussion in 'Scripting' started by DanstaStudios, Aug 16, 2022.

  1. DanstaStudios

    DanstaStudios

    Joined:
    May 2, 2020
    Posts:
    41
    Hi all,

    I am attempting to create a series of panels (with text) that show upon trigger with certain objects. At the start a panel is shown, then upon a collision with a trigger, that original panel is disabled and the new one shown. This WORKS for the second trigger, but the third does not work - it only destroys the object and sets the second panel to false. It seems the third panel cannot be shown for some reason. Does anyone know what could be causing this?

    Thanks in advance (code below)

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.SceneManagement;
    5.  
    6. public class collidewithcavern : MonoBehaviour
    7. {
    8.  
    9.     public GameObject firstcollider;
    10.     public GameObject DIALOGUE1;
    11.     public GameObject DIALOGUE2;
    12.     public GameObject DIALOGUE3;
    13.  
    14.     // Start is called before the first frame update
    15.     void Start()
    16.     {
    17.         DIALOGUE3.SetActive(false);
    18.  
    19.     }
    20.  
    21.     // Update is called once per frame
    22.     void Update()
    23.     {
    24.        
    25.     }
    26.  
    27.     private void OnTriggerEnter(Collider other)
    28.     {
    29.         if (other.CompareTag("Player"))
    30.  
    31.         {
    32.  
    33.            
    34.  
    35.          
    36.  
    37.             DIALOGUE2.SetActive(false);
    38.  
    39.             DIALOGUE3.SetActive(true);
    40.  
    41.             Destroy(gameObject);
    42.         }
    43.     }
    44. }
     
  2. DanstaStudios

    DanstaStudios

    Joined:
    May 2, 2020
    Posts:
    41
    It seems this is the only part of this code that does not work:
    DIALOGUE3.SetActive(true);
    - this script is applied to a trigger, as the player hits it, it should execute the entire script but only partially does. All variables have been assigned accordingly.

    I added Debug.Log statements to prove the collision and they show up fine...
     
  3. DanstaStudios

    DanstaStudios

    Joined:
    May 2, 2020
    Posts:
    41
    Does anyone know what could be causing this? thanks
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,753
    Don't stop there, keep printing! Something isn't what you think it is.

    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

    After all... View attachment 1091817
     
  5. DanstaStudios

    DanstaStudios

    Joined:
    May 2, 2020
    Posts:
    41
    Thanks a lot for that information, I am going to add more debug log statements, if I find the answer I will put it here.

    Thanks again

    Stay Safe
     
  6. Kreshi

    Kreshi

    Joined:
    Jan 12, 2015
    Posts:
    433
    you probably assigned the wrong object reference to DIALOGUE3.
    Or another script deactivates DIALOGUE3 at the same time / directly after.
     
  7. DanstaStudios

    DanstaStudios

    Joined:
    May 2, 2020
    Posts:
    41
    Ah, thank you for your help. I eventually found the issue, the parent object should have been on its own, but was attached as a child of the second panel and therefore, upon the switch it removed the panel - thanks all!
     
    Kreshi likes this.