c# script ignored

Hello,

I have a gameObject called bad with a script called ‘bad’ attached to it. The script is totally ignored. I have a public Transform set to the player gameObject, and some other code, but not even start() seems to be called, as no break points are hit.

using UnityEngine;
using System.Collections;

public class bad : MonoBehaviour { 
	private Vector2 speed;
	public Transform player;
	private bool playerDetected;

	private Vector3 destinationVector; 
	private Vector3 destinationPoint; 
	private bool moveComplete;
	private bool moveInitiated;
	// player rotation

	private Vector3 zAxis = new Vector3(0, 0, 1);

	// Use this for initialization
	void Start () {

		speed.x = 1.0f;
		speed.y = 1.0f;
		playerDetected = false;

		moveComplete = false;
		moveInitiated = false;
	
	}
	
	// Update is called once per frame
	void Update () {
		/*
		if (playerDetected) {

			//	transform.RotateAround (player.transform.position, zAxis, 0.5f); 
		    
		} else {

			if(!moveInitiated)
			{

				Vector3 destinationVector = player.transform.position - transform.position; 
				destinationPoint = new Vector3(destinationVector.x + transform.position.x / 2.0f, destinationVector.y - transform.position.y / 2.0f, 0.0f);
				moveInitiated = true;
						
				if(!moveComplete && moveInitiated)
				   {
						transform.position = Vector3.Lerp(transform.position,destinationPoint, 1.0f * Time.deltaTime);

					if(Vector3.Distance(transform.position, destinationPoint) <= 8)
					{
						
						moveComplete = true;
						moveInitiated = false;

					}


				}

			}

		}

			// see if player is close enough to detect to go into player detected logic
		if(Vector3.Distance(player.transform.position, transform.position) <= 8)
		{

			playerDetected = true;

		}else{

			playerDetected = false;

		}

*/

	}
}

Rename your Class to “Bad” with an Upper Case. This classname has to be the same as the filename “Bad.cs”.

After your Editor is on PlayMode have an eye if your GameObject and his components are enabled. If this is the case and your script is attached to your GameObject Start/Update-Method should be called.

Btw Debug.Log() would help you also, dont forget.