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Question by proskateboarder7 · Jun 07, 2021 at 11:00 PM · triggerunity 2dscorecollider 2d

Score only adds 1 then stops counting!!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Ball : MonoBehaviour
 {
 
     public GameObject point;
     
 
 
     // Start is called before the first frame update
     void Start()
     {
         point.SetActive(false);
     }
 
     // Update is called once per frame
     void Update()
     {
         
     }
 
 
     private void OnTriggerEnter2D(Collider2D collision)
     {
 
         if(collision.gameObject.tag == "CheckLeft")
         {
             point.SetActive(true);
             Instantiate (point, new Vector3(0,-2,0), Quaternion.identity);
             {
                 if(GameController.instance.isPoint == false && GameController.instance.EndMatch == false )
                 {
                     GameController.instance.number_PointsRight++;
                     GameController.instance.isPoint = true;
                 }
             }
         }
 
         if(collision.gameObject.tag == "CheckRight")
         {
             point.SetActive(true);
             Instantiate (point, new Vector3(0,-2,0), Quaternion.identity);
             {
                 if(GameController.instance.isPoint == false && GameController.instance.EndMatch == false )
                 {
                     GameController.instance.number_PointsLeft++;
                     GameController.instance.isPoint = true;
                 }
             }    
         }    
     }
 
      
 
 
    
 }

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class GameController : MonoBehaviour
 {
     public static GameController instance;
     public Text txt_PointRight, txt_PointLeft;
     public int number_PointsRight, number_PointsLeft;
     public bool isPoint, EndMatch;
 
 
     private void Awake()
     {
         if(instance == null)
         {
             instance = this;
         }
     }
 
     // Start is called before the first frame update
     void Start()
     {
 
 
     }
 
     // Update is called once per frame
     void Update()
     {
         txt_PointLeft.text = number_PointsLeft.ToString();
         txt_PointRight.text = number_PointsRight.ToString();
     }
 }


the the first script is attached to the ball and the second script is the gamecontroller.

its a volleyball game where when a ball collides with the ground the score should increase for the winning player, but in my case the score increases from 0 to 1 then stops counting. any help??

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avatar image AshwinTheGammer · Jun 08, 2021 at 02:15 AM 0
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GameController.instance.number_PointsLeft += 1;

see if it makes any difference.

avatar image proskateboarder7 AshwinTheGammer · Jun 08, 2021 at 02:18 AM 0
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i will try it now, thanks

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Answer by DenisIsDenis · Jun 08, 2021 at 10:06 AM

You have a condition:

 if(GameController.instance.isPoint == false && GameController.instance.EndMatch == false )

where the variable GameController.instance.isPoint never becomes false after the first goal is scored.


Therefore, next goals scored are not conditionally defended. You need to equate GameController.instance.isPoint to false when inning the ball:

 GameController.instance.isPoint = false;
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