I followed a tutorial on YouTube, it plays and animation OnTriggerEnter and it has worked in the past, but now it doesn’t, I did everything he said and in the inspector it says animation instead of animator, when it should say animator. The only thing I did different was I added a sound to play but that shouldn’t affect it? right? and I know this is probably the stupidest problem ever but cut me some slack I’m only 13
my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playanimeote : MonoBehaviour
{
[SerializeField] private Animator animeController;
public AudioSource audioSound;
private void OnTriggerEnter(Collider other)
{
if(other.CompareTag("Player"))
{
animeController.SetBool("1", true);
audioSound.Play();
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
{
animeController.SetBool("1", false);
}
}
}
also heres the video
Figure that out first. They are unambiguously different. By the looks of what you’re doing, you want Animator. Animation is the ancient legacy stuff.
If your triggers functions are not being called, go review the docs and make sure a) you spelled the functions precisely correct ( including argument types), and b) you are meeting ALL the requirements necessary to be called.
Beyond that, 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
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 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:
https://discussions.unity.com/t/839300/3