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Question by MSBeatles · Jul 17, 2021 at 08:11 AM · updatefunctionvariables

Updating a global variable from another script

Okay, I am very confused. I have the following code:

 public class DeployBlocks : MonoBehaviour
 {
     public GameObject blockPrefab;
     public float respawnTime = 1.0f;
     private int difficulty = 1;
     private int blocks = 0;
     private int dropHeight = 20;
     private int maxHeightDiff = 2; 
     private int[,] heights = new int[10, 10]; //Array with all the heights.
     private GameObject[,] blocs = new GameObject[10, 10];
     private GameObject[,] blocs_new = new GameObject[10, 10];
 
  // Start is called before the first frame update
     void Start()
     {
         StartCoroutine(blockWave());
         Application.targetFrameRate = 100;
 
     }
 
     // Update is called once per frame
     void Update()
     {
 
     }

     public int getHeight(int x, int z)
 {
     return heights[x, z];
 }
 
  public void updateBlock(float fx_par, float fz_par)
     {
         float fx = fx_par + 4.5f;
         float fz = fz_par + 4.5f;
         int x = (int)fx;
         int z = (int)fz;
         blocs_new[x, z] = blocs[x, z];
         heights[x, z] = heights[x, z] + 1;
     }

And I call the function updateBlock from another script. If I add Debug.Log(heights[x, z]) in the updateBlock function, it shows that it has, indeed, gone from 0 to 1. However, if I call getHeight for the same x and z, it just returns 0. I've also tried printing all the array in that function, and it just returns 0 for everything, even after calling updateBlock and printing from there. Why doesn't the variable update properly?

The same happens to me with blocs and blocs_new, and I don't know why it doesn't update.

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