You do actually get one of the two debug logs in the console, right? If not your returned text may not be what you think it is. Using plain text as an API response is not a good idea in the first place. You should use an actual serialisation format like json. That way it’s much easier to include and extract data in / from an response in order to properly identify a response. However if you get one of the two log statemens in the console, this is just a secondary issue.
You actually have added more than one scene to the scene list in the build dialog. You can only switch to scenes that are included in the scene list. Also the scene you’re currently on actually has another scene after it. Again, check the scene list in the build dialog.
This is the bare minimum of information to report:
what you want
what you tried
what you expected to happen
what actually happened, log output, variable values, and especially any errors you see
links to documentation you used to cross-check your work (CRITICAL!!!)
The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?
Do NOT retype code. Use copy/paste properly using code tags.
Do NOT post screenshots of code.
Do NOT post photographs of code.
ONLY post the relevant code, and then refer to it in your discussion.
If you truly have no idea, FIX THAT FIRST. Here’s how:
Time to start debugging! 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 for 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.
If your problem is with OnCollision-type functions, print the name of what is passed in!
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:
@danzokulov
Please do not post new threads for the same topic/issue, post updates here and before you do be sure to read Kurt‘s post because frankly, you will not get any more help if you just keep stating „not working“ rather than providing an actual problem description, including everything you observe and what you have tried to resolve or analyze the issue.
I’ve been surfing the internet for quite a while but I haven’t found out anything
I see debug logs, but scenes don’t change. Just nothing doing
It is more than one scene in build settings
If you want more write me