public class PlayerColision : MonoBehaviour
{
public player_forward movement;
public Animator animation;
public Health life;
public BoxCollider box;
public float time = 2.0f;
void OnCollisionEnter(Collision collisionInfo){
if (collisionInfo.collider.tag == “Obstacle”)
{
Health daudzums = GetComponent();
daudzums.health-=1f;
I concur. I see only something here that might connect some kind of collision to some kind of action.
OP, this might save you a lot of time and confusion: How to do tutorials properly:
Tutorials are a GREAT idea. Tutorials should be used this way:
Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation generally ends in disaster. That’s how software engineering works. Every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly. Fortunately this is the easiest part to get right. Be a robot. Don’t make any mistakes. BE PERFECT IN EVERYTHING YOU DO HERE.
Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.
Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost.
Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.
Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!
The power-up is getting extra life + turning off the box collider for enough time to get to the obstacle. Everything works great but somehow it doesn’t turn it back on. What do you mean by code tags? I check the net in the meantime to learn about that, maybe il figure it out.
But it doesn’t , If I don’t put the new void and time part it instantly turns on so I believe I am doing something wrong when saying how long before the action must be called. iv left it running for like 5 mins just to be sure it’s not a really long time but I believe it is infinite.
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?
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.
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:
You put newVoid() within OnCollisionEnter. Take it out, it’s a separate method. This is easy for us to see with code tags (see the pinned threads at the top for directions) because it will show the indents.