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Question by thefa1th · Nov 16, 2019 at 08:58 PM · c#score systemontriggerenter2dnotworkingaccurate

score counter is not accurate

hello, I saw other articles but I didn't get the answer and I need to learn what is actually wrong with my script so any help would be nice for me since I am not very experienced yet. I made a script called score and placed it on the text object, made another one called collectcoin and placed it on coins, problem is when I move fast through the coins instead of increasing the score by one it is increased by an unpredictable value like 2, 3 or 1(when i move fast mostly 2 when i move slow mostly 1). in the end if I had 4 coins score counter shows 7,8 6 ! a value that does not help at all !just as a reminder :scorevalue is a static int so I can change it from each coin !any advice about what is wrong with my code or how to code more optimized would help a lot, tnx. score.cs

 public class score : MonoBehaviour {
     [SerializeField] Text text;
    public static int scorevalue = 0;
     
     // Use this for initialization
     void Start () {
         scorevalue = 0;
     }
     
     // Update is called once per frame
     void Update () {
         text.text = (scorevalue) + ": Score";
         Debug.Log(scorevalue);

     }
     void OnTriggerEnter2D(Collider2D col)
     {  
         
     }
 }
 

collectcoin.cs placed on coins(multiple objects near each other, each one has a collectcoin.cs attatched to it)

 public class collectcoin : MonoBehaviour {
     Vector3 distance;
     [SerializeField] GameObject player;
     // Use this for initialization
     void Start () {
        
     }
 
     // Update is called once per frame
     void Update() {
        
            
         }
 
     }
     void OnTriggerEnter2D(Collider2D col)
     { if(col.gameObject.tag=="Player")
        {  score.scorevalue+=1
             Destroy(this.gameObject);}
     }
 }
 

This was really annoying so i changed the collectcoin script into this :

  void Update() {
         float dist = Vector2.Distance(player.transform.position,this.transform.position);
         if (dist <=.5)
         { score.scorevalue++;
             Debug.Log(dist);
             Destroy(this.gameObject);
            
         }

even though third script works I need to learn my mistakes so that I won't repeat them, and by the way, my Player character is using a Rigidbody2D with continuous collision detection.

,

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avatar image toddisarockstar · Nov 17, 2019 at 05:38 AM 0
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in your first coincollect script you are missing a semi-colin when you increase the score. after your bottom code block you are missing the f after .5 in your if statement. in c# you need an f after a decimal to delcaire a float.

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Answer by prof · Nov 17, 2019 at 06:59 PM

 private bool isCollected = false;
   
 private void OnTriggerEnter(Collider other){
     if (isCollected) return;
     if (!other.gameObject.CompareTag("Player")) return;
             
     isCollected = true;
     Destroy(other.gameObject);
 }

I assume OnTriggerEnter is called several times before gameObject gets destroyed. From docs:

Actual object destruction is always delayed until after the current Update loop, but will always be done before rendering.

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