Hello
I have a nice working score and Lives counter working between my scenes using playerprefs.
My issue is, I want to implement a highs core as well, no matter how I try the highscore text either reads zero or the same value as the current score.
I know there are other work arounds but i really want to use it with this setup…
First script is my GameManager second one is the updater script which is on my text component.
public class GameStatus : MonoBehaviour
{
public GameObject[] Hearts;
public int numLives = 3;
public int score = 0;
public int highScore = 0;
// Start is called before the first frame update
void Start()
{
score = PlayerPrefs.GetInt("score", 0);
numLives = PlayerPrefs.GetInt("lives", 3);
highScore = PlayerPrefs.GetInt("highscore", 0);
}
void Update()
{
// TESTING HIGHSCORE
if(score > PlayerPrefs.GetInt("highscore", 0))
{
PlayerPrefs.SetInt("highscore", highScore);
Debug.Log("NOPE");
}
Second scipt:
public class scorePanelUpdaterHS : MonoBehaviour
{
GameStatus gs;
// Update is called once per frame
void Update()
{
//Bad way of grabbing data
GameObject go = GameObject.Find("GameStatus");
if(go == null)
{
Debug.LogError("Failed to find that object");
this.enabled = false;
return;
}
//actual script gamestatus
GameStatus gs = go.GetComponent<GameStatus>();
GetComponent<Text>().text = "highscore: " + gs.highScore;
}
}
Well first thing is to find out where things are going wrong in the above code.
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?
Knowing this information will help you reason about the behavior you are seeing.
You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene
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.
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: