Working Script No Longer Works With 0 Changes

Hi, thank you for taking the time to read this post! I have a script that is supposed to add 1 to an int everytime the countdown hits 0. This same exact script with 0 changes worked 2 hours ago, I got up to eat dinner and it no longer counts the waves properly. The debug still prints properly every time but it is no longer printing the value and possibly just not increasing it. I have a similar script used to track the money and score of my game that is written in almost the exact same way other than the value that’s being increased. I have made sure that the script is attached to the text and that the text is the right TMP being printed. This has to just be me overlooking something basic, thank you for the help!

There are 2 scripts that are supposed to increase the int and one to print it, this is the Spawner that is supposed to increase the int in the Stats script, then the TMP script should pull the current value and display it.

using UnityEngine;
using TMPro;



public class Spawner : MonoBehaviour
{
  public Wave[] waves;
  private int currentWaveIndex = 0;
  [SerializeField] private GameObject spawnPoint;
  [SerializeField] private float countdown;
  public TextMeshProUGUI waveCountDownText;
  private bool readyToCountDown;

private void Start()
{
 
   for (int i = 0; i < waves.Length; i++)
   {
    waves[i].enemiesLeft = waves[i].enemies.Length;
   }
}


private void Update()
{
 
  waveCountDownText.SetText(countdown.ToString("00.00"));
  countdown -= Time.deltaTime;
  countdown = Mathf.Clamp(countdown, 0f, Mathf.Infinity);
 

  if (countdown <=0)
  {
    countdown = waves[currentWaveIndex].timeToNextWave;
    currentWaveIndex++;
    StageStats.Rounds++;
    StartCoroutine(SpawnWave());
   
  }



}

  private IEnumerator SpawnWave()
  {
    for (int i = 0; i < waves[currentWaveIndex].enemies.Length; i++)
    {

      Instantiate(waves[currentWaveIndex].enemies[i], spawnPoint.transform);
      yield return new WaitForSeconds(waves[currentWaveIndex].timeToNextEnemy);
    }
   

   
  }



}

[System.Serializable]
public class Wave
{
    public Enemy[] enemies;
    public float timeToNextEnemy;
    public float timeToNextWave;
    public int enemiesLeft;
}

This is the script that houses the stats

using UnityEngine;

public class StageStats : MonoBehaviour
{
    public static int Money;
    public static int Score;
    public int startScore = 0;
    public int startMoney = 500;
    public static int Lives;
    public int startLives = 100;
    public static int Rounds;

    void Start ()
    {
        Money = startMoney;
        Score = startScore;
        Lives = startLives;
        Rounds = 0;
    }
}

This is the script that’s supposed to print to the selected TMP

using UnityEngine;
using TMPro;

public class WaveCount : MonoBehaviour
{
    public TextMeshProUGUI waveText;


 

    void update()
    {
        waveText.SetText(StageStats.Rounds.ToString());
    }
}

I’m sorry again for the basic question I just have 0 idea why this stopped increasing the count but still does the Coroutine and prints the debug. I can also post the money script that’s using the same method to print to the TMP. That used StageStats.Score += value; instead of StageStats.Round++; . Like I said I have touched nothing and this worked before I got up?? Is there a wizard breaking my script?? lmaoo thank you again for reading and for any help!

No surprise here. Welcome to software development.

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:

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

“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.

After you learn more, if you are still unable to solve it yourself, then…

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, 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?

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

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

  • Do not TALK about code without posting it.
  • Do NOT post unformatted code.
  • 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.

I’m guessing that what you are saying is not being shown as increasing is the Round. Well to me it looks as simple as the fact you have not defined your Update method in your WaveCount script correctly.

It should be void Update() but you have typed void update()

Not using the correct capitalisation on an in-built Unity function will define a completely different function so Unity will not be using it.

Right. And that eliminates the presupposition that the script previously worked. That’s not possible because “update()” would not be called. If it actually worked before, it would have been Update(). So either the code actually got changed, or it never worked in the first place. It has to be one of the two.

Source Control enters the room to help. :slight_smile: