this is code for a collectable, and I’m trying to add a sound to it and I’m following a tutorial and doing exactly as it says to set it up, and it doesn’t work.
here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class collectable : MonoBehaviour
{
[SerializeField] AudioClip collectSFX;
BoxCollider2D myCollider;
AudioSource audioSource;
void Start()
{
myCollider = GetComponent<BoxCollider2D>();
audioSource = GetComponent<AudioSource>();
}
void Update()
{
if(myCollider.IsTouchingLayers(LayerMask.GetMask("player")))
{
audioSource.PlayClipAtPoint(collectSFX, Camera.main.transform.position);
Destroy(gameObject);
}
}
}
it says that the Camera.main.transform.position counts as an instance reference, which doesn’t make sense. and i was following the tutorial on Udemy exactly, and I’m just confused now. please help!
Edit: here is the exact error text: Member ‘AudioSource.PlayClipAtPoint(AudioClip, Vector3)’ cannot be accessed with an instance reference; qualify it with a name type instead
What is “it”? And what exactly is “it” saying? When sharing error messages please explain exactly where you are seeing the error and the exact error text. Paraphrasing only adds to confusion.
Anytime you hear yourself say “Feature X doesn’t work!” and that feature is a key part of a game engine used all over the world, that’s your signal to think “Gee, maybe my code has a bug.”
However, bugs are not generally found by staring at walls of code. Instead, you debug at runtime.
Here are some basic debugging steps that anyone can benefit from. Learn them and live them, you’ll need them forever into the future if you intend to write software:
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, 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.
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: