• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by KubaSzewczyk · Jan 29, 2017 at 12:44 PM · scripting beginnerplayerprefstimerdebug.logscene change

I'm not sure what is wrong with my script

This is probably some noob mistake, but I have looked over this script a hundred times and I can't see why it doesn't work. It is supposed to record the time between mouse clicks clicking on a dot that moves randomly around the screen and displaying that time in a separate scene. For now I just want to display the time in the debug log and make sure that's working, and also the scene changing process, neither of which work right now. I'm a beginner and any help is appreciated, thanks.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class Timer : MonoBehaviour {
 
     private List<float> timers;
     private float lastClickTime = -1;
 
 
         private void Start()
         {
             timers = new System.Collections.Generic.List<float>();
         }
 
         private void OnTriggerEnter2D (Collider2D other)
             {
                 timers.Add(lastClickTime > 0 ? Time.time - lastClickTime : Time.time);
                 if (timers.Count == 9)
                 {
                     PlayerPrefs.SetFloat("RTime", 0f + Time.time);
 
             Debug.Log (PlayerPrefs.GetFloat("RTime"));
 
                     SceneManager.LoadScene("GamePanel", LoadSceneMode.Single);
                 }
         }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Not sure what is wrong with my timer script. 1 Answer

PlayerPrefs & Time.time 1 Answer

Resetting Timer Using PlayerPrefs? (JS) 1 Answer

Timer that can count Hour difference between two DateTime for android 1 Answer

How to lock an int as a playerPref? 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges