I’m having this really frustrating issue with my game that I could use some help with. So, I’ve been trying to get the Time Countdown value to update properly. I went ahead and changed it to 500 in my prefab, but, for some reason, when I hit play, it’s still stuck at 15. It’s super annoying because I’ve run into this problem before, and I thought I’d solved it by recreating the script and the prefab from scratch.
I’ve double-checked everything so many times! Here’s the weird part: I can clearly see the value I’ve set in the prefab, but for some reason, the game just ignores it. I even went back and made sure that I was changing the correct prefab. It’s like there’s some sort of invisible force overriding my changes.
I wonder if it’s something to do with how instantiation works in Unity? Maybe the prefab is being instantiated before the new value is properly set? Or could it be a case where there’s another script that’s inadvertently resetting it during gameplay? I’ve done a little digging online and tried a few things, like reassigning the prefab and checking for duplicate scripts, but no luck so far.
Another thing I noticed is that I have this countdown timer that’s linked to some UI text, but I’m not sure if that’s affecting the prefab value. It seems like all of this is connected somehow, but I just can’t pinpoint where the issue lies. It’s driving me nuts because I really thought I had a handle on this.
If anyone has experienced something similar or has any ideas on what I might be overlooking, I’d really appreciate the help! I want to get my countdown timer working so I can move forward with my project. I’m sure there’s a better solution to this, but I’m just stumped right now. Thanks in advance for any advice!
It sounds like you’re encountering a classic issue with Unity’s prefab system and variable initialization. When you change a prefab’s property, that change might not propagate to instances of that prefab if they were created before the change was made. Make sure to check if your prefab is instantiated correctly and ensure that you’re modifying the correct instance or the prefab itself. It could also be that another script in your scene is manipulating the countdown value after instantiation, which would explain why you’re seeing the old value. You can debug this by temporarily disabling other scripts or adding debug logs in your countdown script to trace where the value might be changing unexpectedly.
Another avenue worth exploring is the order of execution and how you’re initializing the countdown value. If the countdown is linked to UI elements, ensure that the UI is set up to reflect the countdown variable after the prefab’s initialization. You might use `Awake()` instead of `Start()` in your countdown script to ensure that the timer is set before other scripts attempt to modify it. Additionally, check if you’re subscribing to any events that could change the value, and consider implementing a reset method that sets the countdown at the appropriate time in the game lifecycle. With some systematic debugging and checking for conflicting scripts, you should hopefully identify the root cause of the issue.
It sounds really frustrating to deal with an issue like this, especially when you’ve checked everything so many times. I totally get that feeling of wanting to pull your hair out!
Your thoughts about how instantiation works could definitely be on the right track. If your prefab is being instantiated early and isn’t getting the new value you set, it might stay stuck at 15. Just to double-check, are you setting the countdown value in the right place in your script? Sometimes we think we’re changing it in the right spot, but it might be getting overridden somewhere else.
Also, that other script you mentioned could be resetting it. It might be worth going through any code that runs when the game starts and seeing if there’s anything that could interfere with your prefab’s countdown timer.
As for the UI text linked to your countdown timer, it’s possible that there’s some logic that updates the timer display but doesn’t affect the underlying value stored in your prefab. Maybe try adding some debug logs to see what the countdown value is throughout the game? That might help identify the problem.
Keep going with the digging! It’s great that you’re checking for duplicate scripts and reassessing the prefab. Issues like this can be tough, but you’ll get to the bottom of it eventually. Good luck!