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0
Question by TexByte · Aug 26, 2016 at 08:58 AM · android buildnot workingscript error

Scripts works on PC, not android.

Alright so I have a bowling script, that partially works on Android. By partially I mean some scripts work, while others don't at all. However when using PC it works fine.

Here is the code to the NON working scripts:

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class ScoreKeeper : MonoBehaviour {
     
     public List<BowlingFrame> Frames = new List<BowlingFrame>();
     
     public int _Frame;
     public int _Down;
     public int _FrameBall = 0;
     public int _Score;
     
     
     
     
     HashSet<int> DownPins = new HashSet<int>();
     
     
     // Use this for initialization
     void Start () {
         DownPins.Clear();
         Frames.Add(new BowlingFrame(0));
     }
     
     // Update is called once per frame
     void Update () {
         
     }
     
     
     
     int getDownPins()
     {
         // there's a bug here..
         int down = 0;
         foreach ( GameObject g in GameObject.FindGameObjectsWithTag("pin"))
         {
             // this means the pin isn't moving
             if (g.GetComponent<Rigidbody>().velocity.magnitude < .1f)
             {
                 Matrix4x4 m = g.transform.localToWorldMatrix;
                 Vector3 uv = m.MultiplyVector(Vector3.up).normalized;
                 // this means it's not pointing upwards
                 if (uv.y < .707)
                 {                
                         down +=1 ;
                 }
                 continue;
             }
         
             if (g.transform.position.y < 0 || g.transform.position.z > 1 || g.transform.position.z < -1)
             {
                 down +=1 ;    
                 continue;
             }
         }
         return down;
     }
 
     
     public void UpdateScore(object ball)
     {
         _Down = getDownPins();
         BowlingFrame bf = Frames[Frames.Count-1].AddScore(_FrameBall, _Down);
         _FrameBall += 1;
         if (bf != null)
         {
             Frames.Add(bf);
             NewFrame();
         }
         
         
     }
     
     public void NewFrame()
     {
         _FrameBall = 0;
         _Frame  = Frames.Count;
         DownPins.Clear();
         Debug.Log("Starting frame " + _Frame.ToString());
         gameObject.SendMessage("ResetFrame", SendMessageOptions.RequireReceiver);
         _Score = BowlingFrame.Score(Frames);
     }
     
 }
 
 
 public class BowlingFrame
 {
     int Score1 = 0;
     int Score2 = 0;
     int Carry;
     public BowlingFrame (int carries)
     {
         Carry = carries;
     }
     
 
     public BowlingFrame AddScore(int ball, int score)
     {
         if (ball == 0)
         {
             Score1 = Mathf.Max (score,0);
             if (score == 10)
             {
                 return new BowlingFrame(2);
             }
             return null;
         }
         else
         {
             // we're still passing in the count of down pins
             // so subtract score 1...
             Score2 = score - Score1;
             if (Score1 + Score2 == 10)
                 return new BowlingFrame(1);
             return new BowlingFrame(0);
         }
                              
     }
     
     public static int Score (IEnumerable<BowlingFrame> frames)
     {
         int score = 0;
         foreach(BowlingFrame f in frames)
         {
             score += f.Score1;
             score += f.Score2;
             if (f.Carry > 0) score += f.Score1;
             if (f.Carry > 1) score += f.Score2;
         }
         return score;
     }
 }


GUI Displays, Score not updated(Not sure if this script is broken or not)

 using UnityEngine;
 using System.Collections;
 
 public class ScoreDisplay : MonoBehaviour {
     
     
     public ScoreKeeper _ScoreKeeper;
     
     void OnGUI()
     {
         Rect r = new Rect(Screen.width - 320, 10, 300, 20);
         GUI.Box(r, _ScoreKeeper._Score.ToString());        
         Rect s = new Rect(Screen.width - 320, 30, 300, 20);
         string frameball = "Frame: {0}    Ball:{1}";
         
         GUI.Box(s, string.Format(frameball, _ScoreKeeper._Frame, _ScoreKeeper._FrameBall+1));    
 
         Rect q = new Rect(Screen.width - 320, 90, 300, 20);
         GUI.Label(q, "Tap the screen to roll the ball");
 
     }
 }

And last but not least, This does not work either.

 using UnityEngine;
 using System.Collections;
 
 public class ResetPinPosition : MonoBehaviour {
     
     
     public Vector3 _Position;
     public Quaternion _Rotation;
 
     void OnEnable () {
         _Position = gameObject.transform.position;
         _Rotation = gameObject.transform.rotation;
     }
 
     public void ResetPin(object _ball)
     {
         
         gameObject.transform.position  = _Position;
         gameObject.transform.rotation = _Rotation;
         gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero;
         gameObject.GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
         
     }
 }


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