Calling method not working...

This might not be the right place for this but I’m convinced it’s something I’m messing up in my code. I’m attempting to update a leaderboard in PlayFab. It connects and registers the player so that’s good. The method I’m using to update scores in the leaderboard doesn’t work however. Nothing shows up with my debug either.

This is the code I’m using to connect the player and its attached to an empty game object.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PlayFab;
using PlayFab.ClientModels;

public class PlayfabManager : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        Login();
    }

   
    void Login()
    {
        var request = new LoginWithCustomIDRequest
        {
            CustomId = SystemInfo.deviceUniqueIdentifier,
            CreateAccount = true
        };
        PlayFabClientAPI.LoginWithCustomID(request, OnSuccess, OnError);
    }

    void OnSuccess(LoginResult result)
    {
        Debug.Log("Successful login/account create!");
    }

    void OnError(PlayFabError error)
    {
        Debug.Log("Error while logging in/creating account!");
        Debug.Log(error.GenerateErrorReport());
    }

    public void SendLeaderboard(int score)
    {
       
        var request = new UpdatePlayerStatisticsRequest
        {
            Statistics = new List<StatisticUpdate>
            {
                new StatisticUpdate
                {
                    StatisticName = "HighScores",
                    Value = score
                }
            }
        };
        PlayFabClientAPI.UpdatePlayerStatistics(request, OnLeaderboardUpdate, OnError);
    }

    void OnLeaderboardUpdate(UpdatePlayerStatisticsResult result)
    {
        Debug.Log("Succesful leaderboard sent");
       
       
    }
}

This is my scoring script where I try to call the method… it’s attached to a separate empty game object.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;




public class CollectableControl : MonoBehaviour
{
    public static int scoreCount;
    public static int highScoreCount;
    public GameObject scoreCountDisplay;
    public GameObject highScoreDisplay;
    public PlayfabManager playfabManager;
   

    void Start()
    {
        highScoreCount = PlayerPrefs.GetInt("highScoreCount", 0);
        SceneManager.activeSceneChanged += OnSceneChanged;
    }

    void OnSceneChanged(Scene current, Scene next)
    {
        scoreCount = 0;
    }
   
    void Update()
    {
       
        scoreCountDisplay.GetComponent<TMPro.TextMeshProUGUI>().text = "" + scoreCount;
        highScoreDisplay.GetComponent<TMPro.TextMeshProUGUI>().text = "" + highScoreCount;

        if (scoreCount > highScoreCount)
        {
            highScoreCount = scoreCount;
            PlayerPrefs.SetInt("highScoreCount", highScoreCount);
        }
    }

    public void HighScores()
    {
        playfabManager.SendLeaderboard(highScoreCount);
       
    }
   


}

Thanks in advance for any insights.

Are you preventing your PlayfabManager from being destroyed when the scene changes?

I added…

void Awake()
    {
        DontDestroyOnLoad(this.gameObject);
    }

And it hasn’t changed anything.

Time to start debugging!

Might be handy to make a scene with a button to repeatedly submit high scores until it works.

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 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://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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://discussions.unity.com/t/839300/3

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

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This is a very thorough response. Thank you. I will try these methods to find the problem.

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Assuming playfab is configured correctly (look for complaints in the log, what I wrote above), I don’t think you’ll need to do the following, but just in case, this is the general network debugging checklist:

Networking, UnityWebRequest, WWW, Postman, curl, WebAPI, etc:

And setting up a proxy can be very helpful too, in order to compare traffic:

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