Strange Trigger events

I have a road system for and endless driver game. The road sections have colliders to move it to the end and keep it going on and on. I have pickups that have a collider on them so they will add points and destroy. When I drive through, the pickup disappears and so does the road section I am driving on. If I avoid the pickup, the road section stays and functions properly. The roads are under an empty. The pickups are under another empty. each has their own script. I will post the pick up script first. The two scripts for the road section will be second and third. TIA.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CandyScript : MonoBehaviour
{
private BoxCollider candyCorn;
void Start()
{
candyCorn = GameObject.Find(“candycorn”).GetComponent();
}
// Update is called once per frame
void Update()
{
transform.Rotate(0, 90 * Time.deltaTime, 0);
}
private void OnTriggerEnter(Collider other)

{
if(other.name == “Player”)
{
other.GetComponent ().points++;
Destroy(gameObject);
}
}
}
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class RoadSpawner : MonoBehaviour
{
public List roads;
private float offset = 80f;
void Start()
{
if(roads != null && roads.Count > 0)
{
roads = roads.OrderBy(r => r.transform.position.z).ToList();
}
}
public void MoveRoad()
{
GameObject moveRoad = roads[0];
roads.Remove(moveRoad);
float newZ = roads[roads.Count - 1].transform.position.z + offset;
moveRoad.transform.position = new Vector3(0, 0, newZ);
roads.Add(moveRoad);
}
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnManager : MonoBehaviour
{
RoadSpawner roadSpawner;

// Start is called before the first frame update
void Start()
{
roadSpawner = GetComponent();
}
// Update is called once per frame
void Update()
{

}
public void SpawnTriggerEntered()
{
roadSpawner.MoveRoad();
}
}

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

Also, remember the first rule of GameObject.Find():

Do not use GameObject.Find();

More information: https://starmanta.gitbooks.io/unitytipsredux/content/first-question.html

Beyond that, 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

Thanks, I appreciate it.