Issue with GameManager in Roguelike tutorial

I’m following along with the Roguelike tutorial from Unity and I’m having an issue with the GameManager. I’ve done a bit of research and found quite a few people having issues, but none seemed to have the same problem I’m having. On the BoardManager code, we create a method called SetupScene with an integer as an argument. In the GameManager, we create a BoardManager object and then call the SetupScene method on it. However, in my code it says that BoardManager does not contain a SetupScene method. I have ensured that it is public, but still it is not being found. Am I missing something or has something changed in Unity since this tutorial came out that needs to be adjusted? I’ve posted the code below for a reference.

BoardManager:

using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random; //to override System.Random

public class BoardManager : MonoBehaviour
{
[Serializable]
public class Count
{
public int minimum;
public int maximum;

public Count (int min, int max)
{
minimum = min;
maximum = max;
}

public int columns = 8; //Number of columns in our game board.
public int rows = 8; //Number of rows in our game board.
public Count wallCount = new Count (5, 9); //Lower and upper limit for our random number of walls per level.
public Count foodCount = new Count (1, 5); //Lower and upper limit for our random number of food items per level.
public GameObject exit; //Prefab to spawn for exit.
public GameObject[ ] floorTiles; //Array of floor prefabs.
public GameObject[ ] wallTiles; //Array of wall prefabs.
public GameObject[ ] foodTiles; //Array of food prefabs.
public GameObject[ ] enemyTiles; //Array of enemy prefabs.
public GameObject[ ] outerWallTiles; //Array of outer tile prefabs.

private Transform boardHolder; //A variable to store a reference to the transform of our Board object.
private List gridPositions = new List (); //A list of possible locations to place tiles.

//Clears our list gridPositions and prepares it to generate a new board.
void InitialiseList ()
{
//Clear our list gridPositions.
gridPositions.Clear ();

//Loop through x axis (columns).
for(int x = 1; x < columns-1; x++)
{
//Within each column, loop through y axis (rows).
for(int y = 1; y < rows-1; y++)
{
//At each index add a new Vector3 to our list with the x and y coordinates of that position.
gridPositions.Add (new Vector3(x, y, 0f));
}
}
}

//Sets up the outer walls and floor (background) of the game board.
void BoardSetup ()
{
//Instantiate Board and set boardHolder to its transform.
boardHolder = new GameObject (“Board”).transform;

//Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles.
for(int x = -1; x < columns + 1; x++)
{
//Loop along y axis, starting from -1 to place floor or outerwall tiles.
for(int y = -1; y < rows + 1; y++)
{
//Choose a random tile from our array of floor tile prefabs and prepare to instantiate it.
GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)];

//Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles.
if(x == -1 || x == columns || y == -1 || y == rows)
toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)];

//Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject.
GameObject instance =
Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;

//Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy.
instance.transform.SetParent (boardHolder);
}
}
}

//RandomPosition returns a random position from our list gridPositions.
Vector3 RandomPosition ()
{
//Declare an integer randomIndex, set it’s value to a random number between 0 and the count of items in our List gridPositions.
int randomIndex = Random.Range (0, gridPositions.Count);

//Declare a variable of type Vector3 called randomPosition, set it’s value to the entry at randomIndex from our List gridPositions.
Vector3 randomPosition = gridPositions[randomIndex];

//Remove the entry at randomIndex from the list so that it can’t be re-used.
gridPositions.RemoveAt (randomIndex);

//Return the randomly selected Vector3 position.
return randomPosition;
}

//LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create.
void LayoutObjectAtRandom (GameObject[ ] tileArray, int minimum, int maximum)
{
//Choose a random number of objects to instantiate within the minimum and maximum limits
int objectCount = Random.Range (minimum, maximum+1);

//Instantiate objects until the randomly chosen limit objectCount is reached
for(int i = 0; i < objectCount; i++)
{
//Choose a position for randomPosition by getting a random position from our list of available Vector3s stored in gridPosition
Vector3 randomPosition = RandomPosition();

//Choose a random tile from tileArray and assign it to tileChoice
GameObject tileChoice = tileArray[Random.Range (0, tileArray.Length)];

//Instantiate tileChoice at the position returned by RandomPosition with no change in rotation
Instantiate(tileChoice, randomPosition, Quaternion.identity);
}
}

//SetupScene initializes our level and calls the previous functions to lay out the game board
public void SetupScene (int level)
{
//Creates the outer walls and floor.
BoardSetup ();

//Reset our list of gridpositions.
InitialiseList ();

//Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (wallTiles, wallCount.minimum, wallCount.maximum);

//Instantiate a random number of food tiles based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (foodTiles, foodCount.minimum, foodCount.maximum);

//Determine number of enemies based on current level number, based on a logarithmic progression
int enemyCount = (int)Mathf.Log(level, 2f);

//Instantiate a random number of enemies based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount);

//Instantiate the exit tile in the upper right hand corner of our game board
Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity);
}
}

}

GameManager:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GameManager : MonoBehaviour {

public BoardManager boardScript;

private int level = 3;

// Use this for initialization
void Awake () {
boardScript = GetComponent();
InitGame();
}

void InitGame ()
{
boardScript.SetupScene(level);
}

// Update is called once per frame
void Update () {

}
}

Though somewhat difficult to read, I believe you might have missed a closing brace on the nested class ‘Count’, and therefore the compiler can’t see ‘BoardManager.SetupScene’ because it’s situated like: ‘BoardManager.Count.SetupScene’.

Check the tutorial to see the braces (unless of course I just didn’t catch it, and that’s not the issue*). :slight_smile:

In the future, please refer to this page for how to post code more nicely on the forums: Using code tags properly - Unity Engine - Unity Discussions

Ah! You are correct! Can’t believe I missed that. I checked it over about a hundred times.