Need help with score points at OnTriggerEnter

Hello!

I’m working on a project that the player have to kill zombies and he gains some points in a score.

The logic is very simple:

  • When my projectile collide with other GameObject with tag “Zombie”, both (projectile and zombie) should be destroy and the score increases in 1 point.

What is happening:

  • OnTriggerEnter is called, both GameObjects are destroyed, my score increases in 1 point, OnTriggerEnter is called again and restart my score to 0

I’ve tried create some auxiliary variables to storage the values but I have no success.

bellow is my code:

public class DetectCollisions : MonoBehaviour
{
    public int score;
 
    void OnTriggerEnter(Collider other)
    {
        Destroy(gameObject);
        Destroy(other.gameObject);
        if (other.gameObject.CompareTag("Zombie"))
        {
            Debug.Log("Score " + score);
            score++;
        }
        Debug.Log("Score: " + score);
    }
}

The Debug.Log when the OnTriggerEnter is called is:
Score: 0
Score: 1 → (OnTriggerEnter called again)
Score: 0

The components of zombie and my projectile:
Zombie - Rigdbody and box collider (Isn’t Trigger)
Projectile - Rigidbody and sphere collider (Is Trigger)

Can someone help me?

Hey,

on which object is the script attached to? If you attached the script to a zombie/projectile, it might get resettet every time that zombie/projectile is destroyed. If possible, please attach the script to a static gameobject that you won’t destroy.

If that wasn’t the solution, set the score attribute to ‘private’ to test whether the error is caused by another script or not.

Hope it helps :slight_smile:

Whatever this is on is also destroyed. That seems wrong.

What you probably want is a GameManager type construct where the points are stored / tracked.

Here’s some ways to do that in Unity, in roughly ascending order of complexity / features:

ULTRA-simple static solution to a GameManager:

https://discussions.unity.com/t/855136/6

OR for a more-complex “lives as a MonoBehaviour or ScriptableObject” solution…

Simple Singleton (UnitySingleton):

Some super-simple Singleton examples to take and modify:

Simple Unity3D Singleton (no predefined data):

Unity3D Singleton with a Prefab (or a ScriptableObject) used for predefined data:

These are pure-code solutions, DO NOT put anything into any scene, just access it via .Instance!

The above solutions can be modified to additively load a scene instead, BUT scenes do not load until end of frame, which means your static factory cannot return the instance that will be in the to-be-loaded scene. This is a minor limitation that is simple to work around.

If it is a GameManager, when the game is over, make a function in that singleton that Destroys itself so the next time you access it you get a fresh one, something like:

public void DestroyThyself()
{
   Destroy(gameObject);
   Instance = null;    // because destroy doesn't happen until end of frame
}

There are also lots of Youtube tutorials on the concepts involved in making a suitable GameManager, which obviously depends a lot on what your game might need.

OR just make a custom ScriptableObject that has the shared fields you want for the duration of many scenes, and drag references to that one ScriptableObject instance into everything that needs it. It scales up to a certain point.

And finally there’s always just a simple “static locator” pattern you can use on MonoBehaviour-derived classes, just to give global access to them during their lifecycle.

WARNING: this does NOT control their uniqueness.

WARNING: this does NOT control their lifecycle.

public static MyClass Instance { get; private set; }

void OnEnable()
{
  Instance = this;
}
void OnDisable()
{
  Instance = null;     // keep everybody honest when we're not around
}

Anyone can get at it via MyClass.Instance., but only while it exists.

It was that!

Now its working.

Thank you!!

1 Like

Hey, thanks for the help.

I will look at the link you send. It became clear with your explanation.

thanks again