Unity code working on editor but not working ios

Hi, I have a question. Our code is working on unity editor. But when we get to IOS build, code its not working. Do you guys have any idea about this problem?

    [Serializable]
    public struct UIPropertiesData
    {
        [Header("Settings")] public GameObject activeCanvas;
        public GameObject activePanel;
        public GameObject activeModePanel;
        public Image menuName;
  
        [Header("Components")] public List<GameObject> canvases;
        public List<GameObject> basePanels;
        public List<GameObject> modePanels;
        public List<Sprite> spritesMenuName;
        public List<Sprite> spritesMissionButton;
        public GameObject garage;
        public GameObject commonComponents;
        public GameObject modeButtons;

        [Header("Mission Components")]
        [SerializeField] internal List<Button> timeMissionButtons;
        [SerializeField] internal List<Button> parkMissionButtons;
}

From the description and information you’ve given here? Absolutely not, no.

You’ve said “it’s not working” and showed a list of variables. What isn’t working? None of this code does anything, it’s just a bunch of variables. if you want to get help you will need to provide:

  • An explanation of the expected/normal behavior of the code
  • An explanation of how the code actually behaves on iOS
  • The problematic code itself.

Keep in mind that you have posted no code above. What you posted is just some random fields in a struct (not even a class!), nothing that the CPU ever would execute.
If this seems mysterious to you, then I suggest you start with some beginner C# tutorials.

Welcome to debugging! Time to get out your iOS cable and start looking at the log spew from the device.

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.

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.

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 or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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:

https://discussions.unity.com/t/839300/3

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

You must find a way to get the information you need in order to reason about what the problem is.

As Praetor notes above, this approach might help you organize your thoughts:

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)