My ship wont move on

 using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Pathfinder : MonoBehaviour
{
    [SerializeField] WaveConfigSO waveConfig;
    List<Transform> waypoints;
    int waypointIndex = 0;

    void Start()
    {
        waypoints = waveConfig.GetWaypoints();
        transform.position = waypoints[waypointIndex].position;
    }


    void Update()
    {
       FollowPath();
    }


    void FollowPath()
    {
        if(waypointIndex < waypoints.Count)
        {
            Vector3 targetPosition = waypoints[waypointIndex].position;
            float delta = waveConfig.GetMoveSpeed() * Time.deltaTime;
            transform.position = Vector2.MoveTowards(transform.position, targetPosition, delta);
            if(transform.position == targetPosition)
            {
                waypointIndex++;
            }
        }
        else
        {
             Destroy(gameObject);
        }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(menuName = "Wave Config", fileName = "New Wave Config")]
public class WaveConfigSO : ScriptableObject
{
  [SerializeField]   Transform pathPrefab;
  [SerializeField] float moveSpeed = 5f;

  public Transform GetStaringWaypoint()
  {
    return pathPrefab.GetChild(0);
  }

  public List<Transform> GetWaypoints()
  {
     List<Transform> waypoints = new List<Transform>();
     foreach(Transform child in pathPrefab)
     {
        waypoints.Add(child);
     }
     return waypoints;
  }

  public float GetMoveSpeed()
  {

     return moveSpeed;

  }

}

There are my two scripts and i try to move my ship to the waypoint it only goes to one and won’t move on to the others here is my scene view so could someone please help me.

Looks pretty straightforward, a waypoint finder and sequencer, there must be a small bug somewhere, something not quite right. Might not even be the code, might be what objects have the code.

Welcome to debugging! I suggest you strip it down to the simplest fewest waypoints that exhibits the problem, then use this approach to find the issue:

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 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.

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 or 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.

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!™

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

1 Like

transform.position == targetPosition
You’re comparing floating-point numbers which will probably never match exactly.
Try checking for distance instead.
E.g.: Vector3.Distance(transform.position, targetPosition) < .1f

Ah yeah, floating point math can be tricky – everyone gets bit by it at some point, whether they have 0.1, 0.2, or 0.30000001 decades of experience ;). Although, I would expect MoveTowards to give you the exact destination value if you’re close enough…

Another thing…look at your types! Your current position and target positions are both Vector3’s, but you’re using Vector2.MoveTowards.

If there’s even a tiny Z-component to the target position, you’ll never reach your destination.

1 Like

i have that in my pathfinder script

Doesn’t mean it will work everywhere, especially transacting against an engine-supplied quantity such as transform.position, which might not even be stored in any format resembling what you expect it to be.

Set yourself up for success… use Vector2.Distance() and be done with it. That has the side benefit of ignoring the z component, as Vector2 is only x / y.

Floating (float) point imprecision:

Never test floating point (float) quantities for equality / inequality. Here’s why:

https://starmanta.gitbooks.io/unitytipsredux/content/floating-point.html

https://discussions.unity.com/t/851400/4

https://discussions.unity.com/t/843503/4

“Think of [floating point] as JPEG of numbers.” - orionsyndrome on the Unity3D Forums

It also sounds like you haven’t even started debugging. It could be that absolutely none of this code is even running at all for some other random reason, in which case every single thing you have investigated so far would be pointless!

Get started debugging, you’ll soon find and fix the problem.

yeah i am about start doing that i just hopped off for the night before i did it also where should i put it

Wherever you are asking if (a == b) don’t do that.

Instead use if (Vector3.Distance(a,b) < 0.1f)

Replace 0.1f with another value if you prefer.