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Question by mediamavrick · Feb 10, 2015 at 11:12 PM · c#javascriptcollision

Why is my score not being updated when the collision happens?

At the start of my game the score keeps on being displayed as 0 although I have it set as 30 in the variable. I tried using a toString() but the text still shows up as "Score: 0" in the actual game. Can someone please tell me why this might be happening? here is a snippet of my code with pictures.

alt text alt text

  using UnityEngine;
     using UnityEngine.UI;
     using System.Collections;
     
     public class SpaceScore : MonoBehaviour
     {
          
         public int score = 30;
         Text text;
             // Use this for initialization
             void Start ()
             {
     
     
             }
         
             // Update is called once per frame
             void Update ()
             {
             text = GetComponent<Text>();
             text.text= "Score: " + score.ToString();
         
             }
         public void setScore(){
     
             score += 10;
             Update ();
         }
     
     }

 
 

using UnityEngine; using UnityEngine.UI; using System.Collections;

public class EnemyDie : MonoBehaviour {

 public SpaceScore sp; 


     // Use this for initialization
     void Start ()
     {

 
     }
 
     // Update is called once per frame
     void Update ()
     {

 
     }



 public void OnTriggerEnter(Collider other)
 {
     // if a pin just entered me... increase the score!
     if (other.gameObject.name.Contains ("BulletPref(Clone)"))
     {
         Debug.Log("Enemy Collision"); 
         Destroy(this.gameObject);
         sp.setScore();


     }
 }

}

game2.png (465.1 kB)
game1.png (448.0 kB)
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avatar image Bonfire-Boy · Feb 10, 2015 at 11:48 PM 0
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If it's set to zero in a scene object or prefab, that'll override the initialisation at declaration. If you want your script to override a field that's set in this way, either set it in the Start() function (Like it says in your code, "use this for initialisation"!), or make it private. $$anonymous$$ost of the time, the whole point of making a field public is just so that you can override the script in the inspector, so this behaviour is necessary. EDIT: I just realised I may have misunderstood (struggling to read the screenshots the text is tiny on my screen) - apologies if so, but I'll leave the comment for now at least, just in case.

avatar image Bonfire-Boy · Feb 10, 2015 at 11:55 PM 0
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By the way, you don't need to call Update() explicitly like that. It'll happen every frame anyway.

avatar image Dicen777 · Feb 11, 2015 at 12:11 AM 0
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the sp property on Score Script isn't set to an instance of the script. if you look in your second image, it says none in the second box that is red boxed.

avatar image mediamavrick · Feb 11, 2015 at 12:20 AM 0
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@Dicen777 how would I set the sp property on score to an instance of the script?

avatar image LukeZaz · Feb 11, 2015 at 12:27 AM 1
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@mediamavrick If you have Space Score on a prefab, you can then drag-and-drop it in to the sp slot on your enemy prefabs. if it is going to be scene-specific, however, it'll be a bit more involved. You cannot assign a scene object to a prefab, as a prefab could be placed in a different scene and in such a case would not work. In order to access a scene-specific object from your prefab, you can use GameObject.FindWithTag and give it a unique tag to be found with.

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