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Question by $$anonymous$$ · Feb 13, 2019 at 11:01 AM · floatguitexttextmesh

I want to change TextMeshProUGUI based on value of a float, but I cant seem to work it.

 private TextMeshProUGUI txt1;
 private float F1;  

 public void Start()
 {
     txt1 = GameObject.Find("Speed Text").GetComponent<TextMeshProUGUI>();
     F1 = PlayerPrefs.GetFloat("SpeedFloat", 0.6f);//speedFloat increases by 0.1 when player powers up
 }
 public void ChangeTexts() //is called when player powers up
 {
         if (F1 == 0.6f) { txt1.text = "Speed Level      00"; }
         if (F1 == 0.7f) { txt1.text = "Speed Level      01"; }
         if (F1 == 0.8f) { txt1.text = "Speed Level      02"; }
 }


but it doesnt work, if I use whole number as SpeedFloat like 1,2,3, it works, but not with decimal numbers like 0.6, 0.7, 0.8.

so I know it has something to do with decimal values/whole number thingy

it also doesnt work when I dont use f after every decimal float

 public void ChangeTexts() //is called when player powers up
 {
         if (F1 == 0.6) { txt1.text = "Speed Level      00"; }
         if (F1 == 0.7) { txt1.text = "Speed Level      01"; }
         if (F1 == 0.8) { txt1.text = "Speed Level      02"; }
 }


how do I make it work.

thanks in advance.

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avatar image Casiell · Feb 13, 2019 at 11:56 AM 0
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Do not check for equality of floats. Floating point precision is a thing and it's very likely that a number with decimal places will not be exactly equal.

If you really need that comparison you can try $$anonymous$$athf.Approximate ins$$anonymous$$d of "==", but it's a lot better if you just switch to ints.

You said that your speedFloat increases by 0.1, just make it increase by 1 and only when applying the speed, divide it by 10

avatar image $$anonymous$$ Casiell · Feb 13, 2019 at 12:24 PM 0
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yes, when I increase value by 0.1 I get 0.800002 ins$$anonymous$$d of 0.8

ok thanks for the help.

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