Hello friends, I am currently working on file reading app. In this app I have a script that should make some “Buttons” that involve some images, texts… But for some reasons when I start the app, nothing happens. Can you see what is wrong in the script? Thanks. 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.IO;
using System.Linq;
public class FileCreatorLinks : MonoBehaviour
{
public Transform Template;
public Transform Parent;
public Image SplitImage;
void Awake(int positionIndex, PDFExtraction pdfExtraction, Sprites sprites)
{
DirectoryInfo directory = new DirectoryInfo("Assets/Resources/");
FileInfo[] info = directory.GetFiles("*.pdf*");
foreach(FileInfo f in info)
{
CreateFileButton(f, Sprites.GetSprite(Sprites.TypeOfFile.pdf), SplitImage);
}
}
public void CreateFileButton(System.IO.FileInfo f, Sprite TypeOfDoc, Image splitImage)
{
Transform FileLinkTemplate = Instantiate(Template, Parent);
RectTransform TemplateRectTransform = FileLinkTemplate.GetComponent<RectTransform>();
FileLinkTemplate.Find("NameOfFile").GetComponent<TextMeshProUGUI>().SetText(f.Name);
FileLinkTemplate.Find("InfoText").GetComponent<TextMeshProUGUI>().SetText(f.CreationTime.ToString("MM dd, yyyy, hh:mm:ss"));
FileLinkTemplate.Find("TypeOfDoc").GetComponent<Image>().sprite = TypeOfDoc;
FileLinkTemplate.Find("SplitImage").GetComponent<Image>();
}
}
Hello 
So, nothing happens? Have you checked the hierarchy and you see nothing in the Parent? I think it could be due to the fact that you are instantiating a “Transform” and not a GameObject.
The way to go here should be to use prefab and GameObjects, it’s the easiest way in my opinion. You can then add a script in your prefab with some “Init” method that will do the initialization.
I tried, idk what is wrong, I ve created new thread where i described problem much better, thanks 
You have to slash fast at these sorts of “nothing happens” problems. It’s almost always something trivial that does NOT require agonizing about, like “Oh I forgot to put the script on the right object.”
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.
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:
https://discussions.unity.com/t/839300/3