#Start() not called

1 messages · Page 1 of 1 (latest)

night sleet
#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;

public class SeasonManager : MonoBehaviour
{
    private Tilemap levelTilemap;
    private Tilemap foregroundTilemap;
    private Tilemap backgroundTilemap;
    private Tilemap waterTilemap;

    private CompositeCollider2D waterTilemapCollider;

    public bool _mapInitiated = false;
    public Season Season;
    public AnimatedTile SurfaceWaterTile;
    public AnimatedTile iceTile;
    

     void Start()
    {
        levelTilemap = GameObject.FindWithTag("Level").GetComponent<Tilemap>();
        waterTilemap = GameObject.FindWithTag("Water").GetComponent<Tilemap>();
        foregroundTilemap = GameObject.FindWithTag("Foreground").GetComponent<Tilemap>();
        backgroundTilemap = GameObject.FindWithTag("Background").GetComponent<Tilemap>();

        waterTilemapCollider = GameObject.FindWithTag("Water").GetComponent<CompositeCollider2D>();

        Debug.Log("LALALAL");

        Season.InitiateSeason();
        ChangeSprite(); //Important to initiate all Tiles AND making sure the correct season is displayed

    }```
crisp relic
#

missing }

tiny harbor
#

The script is on an active gameobject, yes?

crisp relic
#

at the end

#

or is that not the whole script

night sleet
night sleet
tiny harbor
#

Show me

night sleet
tiny harbor
#

And show the console, after existing paymode

night sleet
tiny harbor
#

fix it.

peak harbor
tiny harbor
#

it errors here.

#

therefore the rest is not executed

night sleet
#

ohhh

tiny harbor
crisp relic
night sleet
#

Thank you gentlemen, I feel I wasted your time ^^"

tiny harbor
#

You did