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Question void only executing parts of the code

Discussion in 'Scripting' started by clatterbat, Jun 5, 2023.

  1. clatterbat

    clatterbat

    Joined:
    Jun 3, 2023
    Posts:
    3
    Hi there,

    I'm an uber beginner (started learning yesterday) so please be patient with messy/confusing code >-<

    The functionality I want is when the player (Bird) enters the trigger, it creates a powerup state with a tag that I can reference in other scripts.

    From looking at other issues it's probably worth noting that GameObject(Bird) and LogicScript(logic) aren't in Prefabs, while the Drink itself is nested inside a Prefab.

    I've written it like this:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class DrinkPickupScript : MonoBehaviour
    6. {
    7.  
    8.     public AudioSource fwoopSFX;
    9.     public GameObject Drink;
    10.     public SpriteRenderer drinkRenderer;
    11.     public GameObject Bird;
    12.     public LogicScript logic;
    13.  
    14.     // Start is called before the first frame update
    15.     void Start()
    16.     {
    17.         Bird = GameObject.FindGameObjectWithTag("Bird").GetComponent<GameObject>();
    18.         logic = GameObject.FindGameObjectWithTag("Logic").GetComponent<LogicScript>();
    19.     }
    20.  
    21.     // Update is called once per frame
    22.     void Update()
    23.     {
    24.        
    25.     }
    26.  
    27.     // destroy and play sound effect on collision with player
    28.  
    29.     private void OnTriggerEnter2D(Collider2D other)
    30.     {
    31.         if (other.tag == "Bird")
    32.         {
    33.             // playing the associated sound effect
    34.             fwoopSFX.Play();
    35.          
    36.             //making the powerup invisible, so it appears to be picked up
    37.             drinkRenderer.enabled = !drinkRenderer.enabled;
    38.          
    39.             // adds 5 to the score
    40.             logic.addScore(5);
    41.            
    42.             // changes the tag on the player for more functionality
    43.             Bird.gameObject.tag = "SuperBird";
    44.  
    45.             // beginning the countdown
    46.             Invoke("RemovePowerup", 5.0f);
    47.  
    48.         }
    49.  
    50.     }
    51.  
    52.     private void RemovePowerup()
    53.     {
    54.         // removes the powerup functionality after timer specified in Invoke
    55.         Bird.gameObject.tag = "Bird";
    56.     }
    57.  
    58. }
    59.  
    It successfully plays the sound and hides the image, but can't change the score, nor change the tag of the Bird- despite referencing both objects with GetComponent + tags (inefficent I know!)

    Any ideas where I'm going wrong?
     
  2. Zalosath

    Zalosath

    Joined:
    Sep 13, 2014
    Posts:
    688
    Do you have more than one instance of the Bird or LogicScript class?
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    Welcome! It sounds like it is ...

    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 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/

    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.
     
  4. clatterbat

    clatterbat

    Joined:
    Jun 3, 2023
    Posts:
    3
    No, only one instance of both :(
     
  5. mopthrow

    mopthrow

    Joined:
    May 8, 2020
    Posts:
    348
    If you use that 'other' parameter in the OnTrigger method it, you don't need to worry about FindObjectWithTag :)

    Inside your if statement try
    other.gameObject
    . Now you can do whatever you want on the object you hit. For example use GetComponent to get the logic script.
     
    clatterbat likes this.
  6. clatterbat

    clatterbat

    Joined:
    Jun 3, 2023
    Posts:
    3
    Thank you so much!! I also realised I was trying to GetComponent as a GameObject, which isn't something you can do! Found the issue :)
     
    mopthrow likes this.