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0
Question by samvilm · Jan 04 at 08:41 PM · c#script.scorehighscoreshighscore

whats wrong with my high score code?

when player dies it doesn't immediately update the high score. It only gets updated after dying the NEXT time (and shows the previously achieved high score). Weird.

I thought maybe because

         //Get the highScore from player prefs if it is there, 0 otherwise.
         highScore = PlayerPrefs.GetInt(highScoreKey,0); 

is only called in start but i moved it to update and it made it worse. Here's my code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 using UnityEngine.UI;
 
 public class GameControll : MonoBehaviour
 {
     public static GameControll instance;
     public GameObject gameOvertext;
     public GameObject FlapToStartText;
     public Text scoreText;
     public Text highScoreText;
     public bool gameOver = false;
     public float scrollSpeed = -1.5f;
 
     private int score = 0;
 //
     float waitTime = 0.8f;
     bool doneWaiting = false;
 //
 //
  public int highScore = 0;
  string highScoreKey = "HighScore";
  //
     // Start is called before the first frame update
     void Start()
     {
          //Get the highScore from player prefs if it is there, 0 otherwise.
             highScore = PlayerPrefs.GetInt(highScoreKey,0); 
            
            FlapToStartText.SetActive (true);
            //PlayerPrefs.DeleteAll();
      }
      //
 
     void Awake ()
     {
         if (instance == null)
         {
             instance = this;
         }
         else if (instance !=this)
         {
             Destroy (gameObject);
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         //
         if(gameOver == true)
         if(waitTime > 0)
         {
             waitTime -=Time.deltaTime;
         }
         else{
             doneWaiting = true;
         }
 
         //if(gameOver == true && doneWaiting)
         if (Input.GetButtonDown ("Jump"))
 
         {
             FlapToStartText.SetActive (false);
         }
         //
 
         if (doneWaiting && gameOver == true && Input.GetButtonDown ("Jump"))
         {
            SceneManager.LoadScene (SceneManager.GetActiveScene ().buildIndex);
         }
     }
 
 
     public void BirdScored ()
     {
       if (gameOver)
       {
           return;
       }
       score++;
       scoreText.text = "Score: " + score.ToString ();
       
     }
       void OnDisable()
          {
          //If our scoree is greter than highscore, set new higscore and save.
          if(score>highScore)
          {
              PlayerPrefs.SetInt(highScoreKey, score);
              PlayerPrefs.Save();
          }
          }
     public void Birddied()
     {
         gameOvertext.SetActive (true);
         
         
      highScoreText.text = "HighScore: " +  highScore.ToString();
         gameOver = true;
     }
 
     //
         
 
      void update ()
      {
            
      }
      //
 
 }



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avatar image systemicgames · Jan 09 at 04:40 AM 0
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You have an "if" statement in your update method that goes nowhere...

My honest best guess, given the code that you've shown here is to double check the order in which your calling your methods, you need to be calling OnDisable() before Birddied() for the highscore to update... Why not just do both in the same method? If the bird is dead, then the highscore can't increase anyway... Right?

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Answer by menstroke · Jan 11 at 09:24 AM

Because you save score logic is in OnDisable(). You need to separate save score logic out from OnDisable and call them when GameOver.

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avatar image samvilm · Jan 11 at 02:30 PM 0
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I've tried moving it from disable to update and to bird died but nothing changes.

avatar image menstroke samvilm · Jan 11 at 02:38 PM 0
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After you save high score to player pref make sure you call
highScore = PlayerPrefs.GetInt(highScoreKey,score);
again to take the highScore into your text.

avatar image samvilm menstroke · Jan 11 at 02:51 PM 0
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It works! your a genius! thanks.

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