Hi I’m killing enemy after that it drops corpses but corpse keeps moving.So ı write a code to stop this but instead when an enemy dies other living enemys stop moving.I used banditshealth variable to detect if its dead after that code returns but as ı say its not working.
Screenshots of code are not a thing. If you post a code snippet, ALWAYS USE CODE TAGS:
How to use code tags: Using code tags properly
Adding pointless polls to your post are definitely a thing but polls like that are an unhelpful thing.
How to report your problem productively in the Unity3D forums:
If you have no idea what’s going on, here’s how to fix that:
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.
You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene
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 is a poll. YOU added it to your post.
How does this poll add value to your post?
If you want to be taken seriously I suggest following forum rules and learning how to post code correctly.
How to use code tags: Using code tags properly
Everybody else has figured it out except you.
Otherwise, good luck!
Please read what has been posted. Don’t post code as screenshots, use code-tags. Please put some effort into describing your problem in a clearer way. Your description alone is confusing and difficult to follow.
We want to help but we need you to help us do that.
Remember also that the ONLY reason we’re here posting answers back to you is:
We actually want to help you solve your problem!!!
The noted problems with your post are preventing us from helping you.
This is why we are trying to guide you to correct your post so that we can help you.
You’ve made three posts about the same subject so the other two have been deleted. Please don’t duplicate posts or cross-post please.
why did you delete last one delete this instead there is no option for deleting .İf you delete posts why dont you all add deleting option. You deleted my clearest post
Right, I’ve undeleted your other post and I’ll close this one. Your other post isn’t clear at all though as indicated by another user asking what it’s about.
For the final time, please put some effort into posting about the problem and not just dumping code or a description. You need both if you want help. You obviously need it all in one thread.
Thanks.