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Question Update() doesn't update the metarial color after one time.

Discussion in 'Scripting' started by xanrer, Oct 5, 2022.

  1. xanrer

    xanrer

    Joined:
    May 10, 2015
    Posts:
    12
    Hello there I have a code that looks like this.

    Code (CSharp):
    1.  
    2.     public float hue = 0.83f;
    3.     private void Update()
    4.     {
    5.         hue = hue + 0.30f;
    6.         GO_floor.GetComponent<Renderer>().material.SetColor("_ColorTop", hueget(hue);
    7.     }
    8.     UnityEngine.Color hueget(float huef)
    9.     {
    10.         return UnityEngine.Color.HSVToRGB(huef, 0.5f, 0.5f);
    11.     }
    12.  
    What i expect it to do is to change "_ColorTop"'s color rapidly, however, it only does it once.
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,455
    1. This code has compilation errors. Fix the formatting. Code won't compile otherwise
    2. To test it out, debug.log the hue value and see what happens when you start with that hue as a color
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,946
    Yeah, this doesn't compile... and also, you shouldn't write stuff like this. You're sinking your own battleship.

    If you have more than one or two dots (.) in a single statement, you're just being mean to yourself.

    How to break down hairy lines of code:

    http://plbm.com/?p=248

    Break it up, practice social distancing in your code, one thing per line please.

    "Programming is hard enough without making it harder for ourselves." - angrypenguin on Unity3D forums

    "Combining a bunch of stuff into one line always feels satisfying, but it's always a PITA to debug." - StarManta on the Unity3D forums
     
    DevDunk likes this.
  4. xanrer

    xanrer

    Joined:
    May 10, 2015
    Posts:
    12
    Sorry for the misunderstandings, that's just the "relative to the topic" code. Real code is over 80 lines in that file alone. if you need the full code i can provide that too.
     
  5. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,455
    That helps yeh. The more specific your post the better we can help
     
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,946
    Is even one line of it running?

    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.

    You must find a way to get the information you need in order to reason about what the problem is.
     
    xanrer and DevDunk like this.
  7. xanrer

    xanrer

    Joined:
    May 10, 2015
    Posts:
    12
    Thanks guys, I used logs and realized the color was 0,0,0,1 then I guessed hue is a number between 0.0f to 1.0f which proved right, so I solved the issue.