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Unity crashes on playing in editor and playing after build.
On build it plays a sound and black screens. If I try to play in the editor the entire thing (excluding monodevelop) simply crashes. I have absolutely no idea how to fix this and don't want to re do the entire thing (worked on it for a while). It has a sizable script which just started crashing. Here is the script. #pragma strict
var pointValue = 1;
var currentScore : int = 0;
var cube1 : GameObject;
var cube2 : GameObject;
var cube3 : GameObject;
var cube4 : GameObject;
var cube5 : GameObject;
var cube6 : GameObject;
var cube1a : GameObject;
var cube2b : GameObject;
var cube3c : GameObject;
var cube4d : GameObject;
var cube5e : GameObject;
var cube6f : GameObject;
private var random : int;
var offsetY : float = 40;
var sizeX : float = 100;
var sizeY : float = 40;
function OnGUI () {
GUI.Box (new Rect (Screen.width/2-sizeX/2, offsetY, sizeX, sizeY), currentScore + " Doritos with your dew");
}
function Update ()
{
if (Input.GetKeyDown ("w")) {
cube1.active = false;
cube2.active = true;
cube3.active = false;
cube4.active = false;
cube5.active = false;
cube6.active = false;
if (cube2b.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("q")) {
cube1.active = true;
cube2.active = false;
cube3.active = false;
cube4.active = false;
cube5.active = false;
cube6.active = false;
if (cube1a.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("e")) {
cube1.active = false;
cube2.active = false;
cube3.active = true;
cube4.active = false;
cube5.active = false;
cube6.active = false;
if (cube3c.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("a")) {
cube1.active = false;
cube2.active = false;
cube3.active = false;
cube4.active = true;
cube5.active = false;
cube6.active = false;
if (cube4d.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("s")) {
cube1.active = false;
cube2.active = false;
cube3.active = false;
cube4.active = false;
cube5.active = true;
cube6.active = false;
if (cube5e.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("d")) {
cube1.active = false;
cube2.active = false;
cube3.active = false;
cube4.active = false;
cube5.active = false;
cube6.active = true;
if (cube6f.active) {
currentScore += pointValue;
audio.Play();
}
}
random = Random.Range(0, 6);
}
do {
cube1a.active = true;
cube2b.active = false;
cube3c.active = false;
cube4d.active = false;
cube5e.active = false;
cube6f.active = false;
} while (!(Input.GetKeyUp ("q") || random > 1.1));
do {
cube1a.active = false;
cube2b.active = true;
cube3c.active = false;
cube4d.active = false;
cube5e.active = false;
cube6f.active = false;
} while (!(Input.GetKeyUp ("w") || random > 2.1));
do {
cube1a.active = false;
cube2b.active = false;
cube3c.active = true;
cube4d.active = false;
cube5e.active = false;
cube6f.active = false;
} while (!(Input.GetKeyUp ("e") || random > 3.1));
do {
cube1a.active = false;
cube2b.active = false;
cube3c.active = false;
cube4d.active = true;
cube5e.active = false;
cube6f.active = false;
} while (!(Input.GetKeyUp ("a") || random > 4.1));
do {
cube1a.active = false;
cube2b.active = false;
cube3c.active = false;
cube4d.active = false;
cube5e.active = true;
cube6f.active = false;
} while (!(Input.GetKeyUp ("s") || random > 5.1));
do {
cube1a.active = false;
cube2b.active = false;
cube3c.active = true;
cube4d.active = false;
cube5e.active = false;
cube6f.active = true;
} while (!(Input.GetKeyUp ("d") || random > 6.1));
Answer by Kiwasi · Aug 01, 2014 at 09:12 AM
You really should rewrite the whole thing. Nothing in this script is worth salvaging.
The problem is your while loops that will never terminate. Input.GetKeyUp will not switch based on any of the terms inside the while loop.
You need to learn to use arrays as well.
My condolences that you worked on this for so long.
Thank you. If that is the case then I suppose I'll just figure out a way to do what I want without loops.
Your answer
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