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Question by treecavefox · Mar 12 at 02:54 PM · timeline

Method no longer executes properly after exporting project

I wrote a teleportation method that triggers the start of the timeline when the character walks to the specified place, and calls this method through a single at the appropriate place in the timeline, everything works fine when I run it in unity, but when I export the game and After triggering this method the character moves to a strange position and cannot move (probably all the characters' scripts can no longer be executed , and i changed the scene halfway) alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 namespace RW.MonumentValley 
 {
     public class BlinkController : MonoBehaviour
     {
         public enum PlayerAxis 
         {
             X,
             Y,
             Z
         }
 
         [SerializeField] private Node goalNode;
         [SerializeField] private Node nextNode;
 
         [SerializeField] private PlayerAxis playerAxis = PlayerAxis.X;
 
         private Transform playerTransform;
 
         private Pathfinder pathfinder;
 
         private Vector3 goalLocation = new Vector3();
 
         private PlayerController playerController;
 
         private Vector3 roleOrientation;
         // Start is called before the first frame update
         void Awake() 
         {
             playerController = FindObjectOfType<PlayerController>();
             pathfinder = FindObjectOfType<Pathfinder>();
         }
         void Start()
         {
             goalLocation = goalNode.transform.position;
             playerTransform = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
             switch (playerAxis) 
             {
                 case (PlayerAxis.X):
                     roleOrientation = Vector3.right;
                     break;
                 case (PlayerAxis.Y):
                     roleOrientation = Vector3.up;
                     break;
                 case (PlayerAxis.Z):
                     roleOrientation = Vector3.forward;
                     break;
             }
         }
 
         public void Transmit() 
         {
             Vector3 directionToNextNode = nextNode.transform.position - goalNode.transform.position;
             pathfinder.ChangeStartNode(goalNode);
             playerTransform.position = goalLocation;
             playerTransform.rotation = Quaternion.LookRotation(directionToNextNode, roleOrientation);
             playerController.StopMoving();
             playerController.SnapToNearestNode();
             playerController.FaceNextPosition(goalNode.transform.position, nextNode.transform.position);
             playerController.transform.parent = goalNode.transform;
         }
     }
 }
 
 

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