Compare strings with InputField

Hey, so atm i am having different gameObject with different strings in the inspector. And i wanna Compare a InputField.text with a string of the gameObject.

This is the script on the gameObject.

public class GegnerText : MonoBehaviour
{
    public static GegnerText Instance { get; private set; }

    Button btn;
    [SerializeField] string textToDisplayOnClick;       //In Inspector: FGFAA...
    [SerializeField] public TextMeshProUGUI textField;

    public string textToCompare;                        //In Inspector: helloworld
    [SerializeField] public string ifTextIsRight;       //In Inspector: Hello World


    private void Awake()
    {
        Instance = this;
        btn = GetComponent<Button>();
      
    }

    public void HandleClick()
    {
        textField.text = textToDisplayOnClick;
        textField.gameObject.SetActive(true);
    }
}

This is the script on the InputField.

public class EingabeFeld : MonoBehaviour
{
    [Header("Inputs")]
    [SerializeField] TMP_InputField guessField;
 
    string test;

    GegnerText gegnerText;


    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown("enter"))
        {
            test = guessField.text.Replace(" ", string.Empty).ToLower();
            Debug.Log(test);

            if (test.Equals(GegnerText.Instance.textToCompare))
            {
                GegnerText.Instance.textField.text = GegnerText.Instance.ifTextIsRight;
                Debug.Log("Right");
            }
            else
            {
                GegnerText.Instance.textField.text = "Wrong";
            }
        }
    }
}

Well, how is that going for you? You left out the part you’re struggling with.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

You may edit your post above.

ALSO… as you did with the top part, if you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

I see you use lots of Debug.Log() statements… that is AWESOME!

But you didn’t print out the most important part: the actual strings you are comparing!!!

Those string should be the FIRST thing you print out. What are they?

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.

Looks like you’re after

gameObject.name

I used Debug.Logs but deleted them for the Forum. I used a Debug.Log in the Update earlier,
when i wrote something in the InputField → worked
in the if function → did not work
also in the else function → worked
in a Start and Awake function → worked

I also tried to use other words in the inspector and copy and past them. But i think, i am comparing wrong, i also used
if(test == GegnerText.Instance.textToCompare
but it also did not work.

Print those values out to the log!!

i am feeling like the biggest Idiot on this planet :frowning: it was working since the beginning, i just used the wrong gameObjects inRunTime.
But i still wanna Thank you, because i saw then in the inspector why it was saying “false” all the time.

It’s natural to focus on your code since you wrote it.

But remember: Code is irrelevant. What matters is the data. Always.

As Mike Acton observed:

“The purpose of all programs, and all parts of those programs, is to transform data from one form to another.”

If there was no data, there would be no program.