Hey o. New to unity and trying to figure something out. I’m trying to make a ball appear and disappear on spacebar, using Render.enabled to turn it’s mesh on and off. I’m able to get the thing to disappear on start, but it doesn’t reappear when I hit spacebar. Code is below.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnBall : MonoBehaviour
{
public GameObject ball;
public GameObject guideBall;
private float guideBallY = 24.8f;
private float guideBallZ = 0.6f;
public bool ballActive = false;
public Renderer guideBallMesh;
// Start is called before the first frame update
void Start()
{
guideBallMesh = guideBall.GetComponent<Renderer>();
guideBallMesh.enabled = false;
}
// Update is called once per frame
void Update()
{
GuideBall();
BallSpawn();
}
public void GuideBall()
{
//Activate the guide ball and move it to pos.
if(Input.GetKeyDown(KeyCode.Space) && ballActive == false)
{
guideBallMesh.enabled = true;
guideBall.transform.position = new Vector3(0, guideBallY, guideBallZ);
ballActive = true;
}
}
public void BallSpawn()
{
if(Input.GetKeyDown(KeyCode.Space) && ballActive == true)
{
guideBallMesh.enabled = false;
ballActive = false;
}
}
}
Looks like it should work so must be something else.
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.
If your problem would benefit from in-scene or in-game visualization, consider using Debug.DrawRay() or Debug.DrawLine() to visualize things like raycasts or distances.
You can also put in 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 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:
Figured out the issue. When I commented out line 43, the ball reappeared as I expected. I’m guessing both GuideBall and BallSpawn are executing at the same time. Anyway to fix that?