No matter where I put Debug.LogError I get an error.

Hello guys, I suck at coding and Im trying to a simple dropdown using textmesh pro, no matter where I put "Debug.LogError(“Panel scaling value " + glazingWidth);” in the following code I get an error. In update or in the method itself… it lock the game as soon as I use the dropdown or before anything happens.

I nested the script under the dropdown itself, maybe that the problem ? Should I make 1 script for the whole interface instead of one script per button/dropdown/writing field like I begun to do here ?

picture : Imgur: The magic of the Internet

Code is bellow, all I want to do is a simple dropdown, I dont know if its the correct way to do it, but if you have a much simpler way that would be great.

Thanks for the help.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;

public class Script_UI_DD_GlazingWidth : MonoBehaviour
{
    public TMP_Dropdown dropdown;
    public float uIDdGlazingWidth;
    public List<TMP_Dropdown.OptionData> optionDataList = new List<TMP_Dropdown.OptionData>();
    private List<float> values = new List<float>();


    private void Awake()
    {

    }

    // Start is called before the first frame update
    void Start()
    {
        setDdValue();
    }

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

    }

    void setDdValue()
    {
        // Create and customize the option data for each option in the dropdown
        TMP_Dropdown.OptionData optionData1 = new TMP_Dropdown.OptionData("0.6 mm");
        TMP_Dropdown.OptionData optionData2 = new TMP_Dropdown.OptionData("0.8 mm");
        TMP_Dropdown.OptionData optionData3 = new TMP_Dropdown.OptionData("1.0 mm");
        TMP_Dropdown.OptionData optionData4 = new TMP_Dropdown.OptionData("1.2 mm");

        // Assign float values to each option
        float value1 = 0.6f;
        float value2 = 0.8f;
        float value3 = 1.0f;
        float value4 = 1.2f;

        // Add the option data and float values to the respective lists
        optionDataList.Add(optionData1);
        optionDataList.Add(optionData2);
        optionDataList.Add(optionData3);
        optionDataList.Add(optionData4);
        // ... add more option data as needed
        values.Add(value1);
        values.Add(value2);
        values.Add(value3);
        values.Add(value4);

        // Assign the option data list to the dropdown
        dropdown.options = optionDataList;

        // Subscribe to the dropdown's OnValueChanged event and pass the OnDropdownValueChanged method as the listener
        dropdown.onValueChanged.AddListener(OnDdValueChanged);

        // Set the initial value of the float variable based on the first option
        uIDdGlazingWidth = values[0];
    }

    void OnDdValueChanged(int value)
    {
        if (value >= 0 && value < values.Count)
        {
            uIDdGlazingWidth = values[value];

        }
    }
}

Fixed the issue, all I had to do to fix the issue was put a value other than 0 in the inspector.

For future reference, here’s how to fix errors:

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

Again for future reference, here is how you can begin your exciting new debugging adventures:

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 names of the GameObjects or Components involved?
  • 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.

Visit Google for how to see console output from builds. 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: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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:

https://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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