![]() ![]() Above, beneath".Īn intricate knot that nobody seems to know how to tie or untie – sailors believe it to be bad luck. You must find a way to get the information you need in order to reason about what the problem is.Looking for more D&D items, check out our store.Ī bronze box containing a tiny wooden owl.Ī solid blue metal sphere, one inch in diameter, with three parallel grooves around the circumference.Ī ceramic puzzle cube, with each face divided into four independently rotating squares enameled with astronomical signs.Ī square of bear-beetle leather, a creature unique to the misty woods of Cix.Ī sheet of vellum on which is crudely painted a herbal plant that you have yet to identify.Ī cut yellow chrysanthemum that never dies.Ī palm-sized iron cage: the door doesn't shut properly, as the tiny lock was broken from the inside.Ī blob of grey goo, slippy but safe to touch, kept in a ceramic pot.Ī dried sky lily, from the tip of the Godshead, an impossibly high mountain.Ī glowing blue-green line, six inches long, but with no discernible radius.Ī scrap of paper on which is written, in Goblin, "My dearest Bess,".Ī keychain holding the head of a broken key.Īn echo pearl from the depths of the Vibration Lake.Ī fossil of an extinct many-limbed critter.Ī bronze gear on which is etched the word "Moon".Ī map of a labyrinth, on which is penciled a line that starts at the centre but fails to connect to the entrance.Ī square of ironsilk sewn by the geargrubs of ancient Siclari.Ī travel set of paints: someone has used up all the black.Ī small bar of orichalcum, a metal only mentioned in ancient literature.Īn invitation to a formal ball to be held in two years time.Ī torn page on which is written "Death! / Plop. 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: This can simplify and isolate compounding effects of other items in your scene or prefab. Google for how on your particular mobile target.Īnother useful approach is to temporarily strip out everything besides what is necessary to prove your issue. If you are running a mobile device you can also view the console output. You could also just display various important quantities in UI Text elements to watch them change as you play the game. You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime. ![]() 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. 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. Knowing this information will help you reason about the behavior you are seeing. are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation) what are the values of the variables involved? Are they initialized? Are the values reasonable? is this code even running? which parts are running? how often does it run? what order does it run in? To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.ĭoing this should help you answer these types of questions: you're getting an error or warning and you haven't noticed it in the console window the code is executing on another GameObject than you think it is the code is executing far MORE OFTEN than you think the code is executing far LESS OFTEN than you think the code is executing far EARLIER or LATER than you think the code you think is executing is not actually executing at all What is often happening in these cases is one of the following: That lets you shuffle and/or randomize things, and keep a nice handle on related things, such as by making an instance of the above and calling it "TallTrees" or "LargeRocks" or whatever.īeyond that, as far as timing and when it happens, to debug the code above, try this approach: I use this to group collections of Prefab / GameObject assets together: ![]()
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