Script which helps me to check values into a range of time

Hi everyone,

I would like that my script works, but unfortunately not
I have an Arduino that allows me to detect some values from plant, and I want to activate a function inside the Unity scene when the values detected are inside the frame between 1000 and 800 for 3 seconds.

My problem is that I don’t know which function using for checking the values for three second and if it’s true activate object and behavior.

Well first there’s the issue of getting the correct data off the Arduino, and I will assume that you have achieved that end, and that the data is constantly available in a property or field called MyValue for the following.

What you want to do is have a timer that counts up when MyValue is acceptable, and then resets itself when it is NOT.

If during count-up the value ever goes above 3 seconds, then call your function.

private float countTime;
const float RequiredTime = 3.0f;

void Update()
{
  if (MyValue >= 800 && MyValue <= 1000)
  {
    // we're good, keep counting!
    countTime += Time.deltaTime;
  }
  else
  {
    // nevermind, reset!
    countTime = 0.0f;
  }

  // have we reached the required time interval being good?
  if (countTime >= RequiredTime)
  {
    CallDesiredFunction();
    // by default the above will be called every frame once we reach 3 seconds
    // TODO: perhaps one of the following:
    // - reset countTime to zero?
    // - set a boolean and never call the function again?
    // - Destroy(this) to wipe out this script?
  }
}

Hey, unfortunately I tried but it doesn’t work, maybe because I have 3 stages where my condition switch among them.
Anyway I will share with you part of my script in order to understand how is structured

private void ReadValue(int[ ][ ] packageOfData, int chnIndex)
{
for (int i = 0; i < packageOfData.Length; i++)
{

// First stage condition
if (packageOfData_[chnIndex] < 800 && packageOfData*[chnIndex] > 400)*_
_*{*_
_*if (Aura != null)*_
_*{*_
_*Aura.SetActive(false);*_
_*}*_
_*if (AuraGlow != null)*_
_*{*_
_*AuraGlow.SetActive(false);*_
_*}*_
_*if (DirectionalLight != null)*_
_*{*_
_*DirectionalLight.transform.rotation = Quaternion.Slerp(point0.rotation, pointA.rotation, timeCount);*_
_*timeCount = timeCount + Time.deltaTime;*_
_*}*_
_*}*_
_*```*_

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

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.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

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.

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

The code I posted above simply operates on a value called MyValue.

Steps to success:

  • make such a variable in that script

  • attach that script to an enabled GameObject

  • feed the value from your arduino read code into that variable

That’s it.