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Question by sandhillceltic · Feb 01, 2014 at 07:56 PM · javascriptfor-looptroubleshootingforjavascript-specific

For statement stops function?

I am working on a physics building game, and I need to switch to play mode from edit mode. When I switch, I need to disable the sphere colliders on all gameobjects with the tag "probe", and connect all the parts to the fuselage (tagged "fuse"). Here is the script-

 var forces : GameObject[];
 var probes : GameObject[];
 function Update () {
     forces = GameObject.FindGameObjectsWithTag("force");
     probes = GameObject.FindGameObjectsWithTag("probe");
     if(Input.GetKeyDown("l")) {
         Disablescols ();
         Enablephysics ();
         GameObject.FindGameObjectWithTag("fuse").AddComponent(Rigidbody);
     }
 }
 
 
 
 
 function Enablephysics () {
     for(var i = 0; i <= forces.length; i++){
         forces[i].AddComponent(Rigidbody);
         forces[i].AddComponent(HingeJoint);
         forces[i].GetComponent(HingeJoint).connectedBody = GameObject.FindGameObjectWithTag("fuse").rigidbody;
         forces[i].GetComponent(HingeJoint).spring.damper = Mathf.Infinity;
     }
 }
 
 
 
 
 function Disablescols () {
     for(var k = 0; k <= probes.length; k++){
         probes[k].GetComponent(SphereCollider).enabled = false;
     }
 }

The script is executing everyt$$anonymous$$ng well, except it does not add the rigidbodies and does not add the joints. In short, it is not executing Enablephysics ();. Is Unity stopping the script after the FOR statement in Disablescols () met? Can someone help me?

*Javascript only, duh

*thanks

EDIT

I have fixed the problem, with the help of the people that answered. The Debug.Log was not going through, as it was turned off in the console (I don't know why???). Also, the order in w$$anonymous$$ch the functions were being called was wrong. Instead of going

  1. Disablescols

  2. Enablephysics

  3. GameObject.FindGameObjectWithTag("fuse")

It had to go

  1. GameObject.FindGameObjectWithTag("fuse")

  2. Disablescols

  3. Enablephysics

as the enablephysics () function requires a rigidbody to work.

Thanks guys!!

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avatar image Benproductions1 · Feb 01, 2014 at 09:25 PM 0
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Have you tried debugging this problem?

avatar image sandhillceltic · Feb 01, 2014 at 09:31 PM 0
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yes, there are no errors, and i have tested quite a bit with Debug.Log

avatar image Benproductions1 · Feb 02, 2014 at 02:29 AM 0
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The only way Enablephysics does not get called, is when Disablescols throws an error (Yes, it's the ONLY way, other than the entirety of Unity crashing)

avatar image adnirjhar · Feb 02, 2014 at 08:56 AM 0
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I think you turned off the Error printing in the console by toggling that Error key.

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Answer by adnirjhar · Feb 01, 2014 at 09:32 PM

I t$$anonymous$$nk the code is breaking here ->

for(var k = 0; k <= probes.length; k++)

Because you are checking upto equal. Once the code breaks, it wont continue executing with the right behaviour.

Not sure though. :P

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sandhillceltic

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avatar image sandhillceltic · Feb 01, 2014 at 09:49 PM 0
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I'm not sure what you mean, could you elaborate?

avatar image adnirjhar · Feb 01, 2014 at 09:58 PM 0
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I mean you are supposed to check upto probes.length-1 as you are starting from 0. Shouldn't it be something like ?-

for(var k = 0; k <= probes.length-1; k++)

avatar image Benproductions1 · Feb 02, 2014 at 02:27 AM 0
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@adnirjhar which simplifies to just:

 for (var k = 0; k < probes.length; k++)
avatar image adnirjhar · Feb 02, 2014 at 08:50 AM 0
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yeah. I put the -1 just for his sake, as he used <= .

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