Hi, I’m trying to make a textbox above my sprite objects. I’ve followed the guide in this video:
However, when I view in game mode, I don’t see the text box appearing. Anyone knows why?
Hi, I’m trying to make a textbox above my sprite objects. I’ve followed the guide in this video:
However, when I view in game mode, I don’t see the text box appearing. Anyone knows why?
Here is how you can find out!!
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:
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:
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:
https://discussions.unity.com/t/839300/3
If you are looking for how to attach an actual debugger to Unity: https://docs.unity3d.com/2021.1/Documentation/Manual/ManagedCodeDebugging.html
“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.
If you find out more and still can’t figure it out, then try this:
How to report your problem productively in the Unity3D forums:
This is the bare minimum of information to report:
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?
If you post a code snippet, ALWAYS USE CODE TAGS:
How to use code tags: https://discussions.unity.com/t/481379