#Start() not called
1 messages · Page 1 of 1 (latest)
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
}```
missing }
The script is on an active gameobject, yes?
nah the rest of the code is not displayed that's all
yep
Show me
And show the console, after existing paymode
fix it.
ohhh
- Dont lie, its incredibly infuriating.
fr
You did