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Question by ShadowJL_ · May 24 at 10:59 PM · 2dgameobjectsmerging

How would I merge multiple GameObjects?

Hi everyone,

I'm currently creating a mix of pool and 2048 in Unity 2D, and I'm having some trouble combining GameObjects with the same values. Here is my code for this so far:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using TMPro;
 
 public class ValueBallManager : MonoBehaviour
 {
     public int bv;
     public RectTransform rt;
     public TextMeshPro tmp;
     public Collider2D col;
 
     void Start()
     {
         
     }
 
     void Update()
     {
         tmp.text = "" + bv;
     }
 
     private void OnTriggerEnter2D(Collider2D collision)
     {
         string collisionValue;
 
         TextMeshPro collisiontmp = collision.gameObject.GetComponent<TextMeshPro>();
         collisionValue = collisiontmp.text;
 
         if (collisionValue == tmp.text)
         {
             bv = bv * 2;
             Debug.Log("hi!");
         }
     }
 }

I'm using TextMeshPro to display the values since regular text wasn't working as well. Whenever I try and test this code, the console doesn't return anything. Is there something I'm doing wrong?

(I'm also really new to Unity so please excuse any lack of general knowledge I might demonstrate)

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avatar image rh_galaxy · May 24 at 11:06 PM 0
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Try using

 if (collisionValue.CompareTo(tmp.text) == 0)

Edit: In that case try

 Debug.Log("TriggerEnter2D: " + collisionValue + " " + tmp.text);
 if (collisionValue.CompareTo(tmp.text) == 0)
avatar image ShadowJL_ rh_galaxy · May 24 at 11:16 PM 0
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Nothing's happening still :/ thanks for the suggestion though.

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avatar image zORg_alex · May 25 at 07:00 AM 0
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line 20: bv.ToString() instead of cantenation line 32: you forgot to update text on tmp.text

avatar image ShadowJL_ zORg_alex · May 25 at 07:19 AM 0
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The first part makes a lot more sense so I've put it in, but updating the text still doesn't work.

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Answer by zORg_alex · May 25 at 07:16 AM

I'm not sure if they won't get destroyed both though.

  private void OnCollisionEnter2D(Collider2D collision)
  {
      TextMeshPro myOtherBall = collision.gameObject.GetComponent<TextMeshPro>();
      if (!myOtherBall || myOtherBall.bv != bv) return;

      bv = bv * 2;
      Destroy(myOtherBall.gameObject);
  }
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