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Question by GameNot · Dec 16, 2017 at 11:39 AM · 2d game2d-platformer2d-physics

Random increase of int in PlayerPrefs

(Sorry for bad knowledge of English)I have some problem with code. I write a script that will increase souls value by1, when the Player collider2d enter in soul collider2d(trigger).

   void OnTriggerEnter2D(Collider2D col)
     {
         if (col.gameObject.tag == "Die")
         {
             lose = true;
         }
         if (col.gameObject.tag == "Soul")
         {
             PlayerPrefs.SetInt("Soul", souls + 1);
             Debug.Log(PlayerPrefs.GetInt("Soul"));
         }
     }

Thes Code must increase souls by 1 but Rarely suls increse by 2. I don't know whats wrong with it. Can it be becouse player have BoxCollider2D, CircleCollider2D&`void FixedUpdate () {

     //Souls
     souls = PlayerPrefs.GetInt("Soul");
     if (souls >= 3)
     {
         PowerAttack.SetActive(true);
     }
     else if (souls <= 3)
     {
         PowerAttack.SetActive(false);
     }
     //----------`

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avatar image Nomenokes · Dec 16, 2017 at 05:10 PM 0
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In fact, yes. Having 2 colliders will make the trigger function sometimes call twice.

avatar image jwulf Nomenokes · Dec 16, 2017 at 06:31 PM 0
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In fact, yes. Having 2 colliders will make the trigger function sometimes call twice.

Not doubting this, just asking - do you maybe have a reference for that? Seems like unwanted behavior i.e. a bug to me.

avatar image Nomenokes jwulf · Dec 16, 2017 at 06:59 PM 0
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I think it's perfectly valid behavior. To get around it, either remove one collider or immediately change the behavior of the soul object. For example:

          if (col.gameObject.tag == "Soul")
          {
              PlayerPrefs.SetInt("Soul", souls + 1);
              col.gamObject.tag="NoLongerASoul";
              Debug.Log(PlayerPrefs.GetInt("Soul"));
          }


To make it so it can't get called twice.

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