Game simulator not reflecting changes made at run time

I’ve made a simple tamagotchi-style game that lowers some stats every second. At a threshold a game object shows above the head (Food in this example). When you click it, it increase food value and hides the game object. My code seems fine. no errors and debug logs work correctly.

I originally used SetActive for this however the game simulator wasn’t hiding the object. I tried disabling render properties, and had the same result. The inspector shows a deactivated mesh but it still shows in the simulator.

Finally, I tried scaling to 0. Again. it shows in the inspector as 0,0,0 but continues to show in the simulator (but not scene).

Is there something weird happening with the simulator?

void Feed()
    {
        Debug.Log("Yum");
        hunger += 20;
        happiness += 10;
if (hunger >90)
{food.transform.localScale = new Vector3(0,0,0);
Debug.Log("No longer hungry");}

I’ve attached 3 screenshots:
1- GameObject starts at 0,0,0 while hunger is >90.
2- GameObject scales to 1,1,1 while hunger < 90. DebugLog “Show Food”
3- Click icon. Hunger =+20. DebugLog “No longer hungry”. GameObject scales to 0,0,0 (shown in inspector). But simulator still shows object above head.



Sounds like you have a bug!!

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

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 names of the GameObjects or Components involved?
  • 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.

Visit Google for how to see console output from builds. 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 for iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

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.

If your problem is with OnCollision-type functions, print the name of what is passed in!

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:

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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

Thanks Kurt, I appreciate the tips. I have added DebugLogs at the start and end of the function.
Attached image (3rd image in sequence) clearly shows it scales to 0,0,0 and displays in inspector, however is still being rendered in the game view.
I’m almost positive it has to do with the game view not de-rendering objects.
I have tested setting the capsule AND UI to inactive after they are rendered, and they remain on the screen.

Is there some build or project setting which might cause this?

There are no warnings or compiling errors.
There are no duplicate objects.
Not marked as static.
I have also tried setting the GameObject, Mesh Renders, Mesh Filter to inactive (code and inspector). Once it is shown in the game simulator it just never disappears.