when the following script is executed in the unity editor the only part that works is Debug.Log(“got”);
When i run a built stand a lone client this entire case code executes no problem
But when i run it in the unity editor the only line that is executed is Debug.Log(“got”);
i do not receive any message for Debug.Log(whosentit.localusername); or any other console messages of any type regarding the execution of the case
furthermore
I have debugged the whole case and every component possible and it is all working correctly.
I am mainly wondering about situations where a case such as this one stops with no error message
or known unity editor glitches where this can occur? or can there exists a condition where the switch is activated at the same time with 2 separate cases that can lead to an early break?
the only function i can get to work other then the Debug.Log(“got”); is if i add a bool and change it to true or false
case 3:
Debug.Log("got");
localplayerobject.GetComponent<Menu>().challengwindoopen.SetActive(true);
recivedbattlerequest whosentit = JsonUtility.FromJson<recivedbattlerequest>(content);
Debug.Log(whosentit.localusername);
localplayerobject.GetComponent<Menu>().challenger.text = "Challenger: " + whosentit.localusername;
localstats.playerpartymine = whosentit.playerpartymine;
localstats.challenger = whosentit.localusername;
localplayerobject.GetComponent<playerstats>().beingchallenged = true;
break;