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Question by AriaJoie · Nov 09, 2020 at 02:42 PM · programmingbuild settingsbuild error

Update isn't called, but only in the build

I've got a little platformer prototype that I was intending on submitting to a jam, but even though everything works in Unity, once I export, either to Windows standalone or to WebGL, best I can tell one of my key Update functions isn't getting called. It's extremely simple, just supposed to keep a character moving forward, but once I've built it out, they just sit there. The thing is, I know the rest of the script is working, as it still receives messages from child objects and executes those calls, such as HighJump(), perfectly. Does anyone have experience with this problem?

Note: there's a commented out line in start about a Wait co-routine. I thought at first something was going wrong there, and the wait time was bugging out or never passing the result needed, but now that i've gotten rid of that, everything starts immediately in Unity, just not in the build, as I said.

Relevant code: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class Player : MonoBehaviour
 {
     public bool running = true;
 
     public Rigidbody2D rb;
 
     public SpriteRenderer spr;
 
     public float speed;
     public int direction;
 
     public bool canJump = true;
     public float highJumpx;
     public float highJumpy;
     public float longJumpx;
     public float longJumpy;
 
     public int warmup;
 
     private AudioSource jumpSFX;
 
     // Start is called before the first frame update
     void Start()
     {
         //StartCoroutine(Wait());
         rb = GetComponent<Rigidbody2D>();
         spr = GetComponent<SpriteRenderer>();
         jumpSFX = GetComponent<AudioSource>();
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Mathf.Abs(rb.velocity.x) < speed && canJump == true) {
             rb.AddForce(new Vector2(speed * direction, 0));
         }
     }
 
     void HighJump() {
            if (canJump == true){
                canJump = false;
                rb.velocity = Vector2.zero;
             rb.AddForce(new Vector2(highJumpx * direction, highJumpy), ForceMode2D.Impulse);
             jumpSFX.Play();
         }
     } ...


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