I am trying to make a game where you dodge projectiles. in the game, there are two rounds/levels: one with the projectiles emitting a sound, and one with a TTS asset telling the player is the projectiles are on the left or the right. here’s my problem: on the second round/level, GameOver() will not trigger Reset(), which is a prolem. my health can go to -50 if i want it to. The script will be attached.
Staring at a static script in isolation is not going to be useful, since so much is dependent on scene hookup and setup and configuration.
Here is how to analyze the script while it is running:
You must find a way to get the information you need in order to reason about what the problem is.
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.
If your problem would benefit from in-scene or in-game visualization, consider using Debug.DrawRay() or Debug.DrawLine() to visualize things like raycasts or distances.
You can also put in 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 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.
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:
This statement is only true on the one precise frame that the key was pressed.
Further, as the docs state, it is ONLY valid when called from within Update() (or from a function called by Update())
This means you need to put those checks in an Update() loop somewhere, and then (most likely) either load them at GameOver time, or else enable that object at GameOver time, your choice.