Stride Forums Archive

[Solved] SyncScript not running

10 posts, 3517 views, 2015-10-14 to 2015-10-17

Dylan_Lewis (Dylan Lewis) 2015-10-14 #1

I am using Paradox 1.3.4-beta and I have created a new project using the New Game option. I am currently trying to move the sphere using the keyboard so I have attached a SyncScript similar to the one used in the controller sample. When using Visual Studio I cannot get it to stop on a breakpoint in this script. I have a Start and Update method both with breakpoints. It seems like the script is being ignored even though within Paradox it is shown as a component of the sphere.

Radus 2015-10-15 #2

I would love to help, but I cannot for the life of me, recreate your problem (breakpoints work fine for me).
Could you perhaps share a snippet of the code so we ca nsee the context?

xenux 2015-10-16 #3

Hi Lewis,

I have the feeling that your script is not executed at all even though I have no clue why. Could you share your project so that we can investigate?

Thanks !

Dylan_Lewis (Dylan Lewis) 2015-10-16 #4

Here is a link to the project:

https://drive.google.com/file/d/0B975No9BS7RJVVdxS1JNTVIwbk0/view?usp=sharing

I would agree that is seems like the script is not being executed at all. I did not have the same problem with the controller sample so it is a mystery to me.

Radus 2015-10-16 #5

Did you attach the script to the camera entity?
And does the camera entity have a physics component (with character as the selected item)?

Dylan_Lewis (Dylan Lewis) 2015-10-16 #6 in reply to #5

I attached the script to the sphere that is created as part of the project when you create a new game. The sphere has a physics component with character selected. I did this so that it was the same as the controller sample.

Oh sorry, I misread it then. I assumed you were trying to move the camera. My mistake.
To move a character controller, I believe that you need to insert your vectors (playerDirection) into your character controller (playerController) by adding this line to the end of your update method:

playerController.Move(playerDirection);

or something like that.

And oh boy, I’m so absentminded, this wasn’t actually the original question now that I look it over.
Let me get back on track here:

Have you tried to put your input block into a while loop?

while (Game.IsRunning)
{
    //code here
}

I admit this is just a blind shot, but I hope it helps in some way. I’m looking at your code, but I’m not actually compiling it or running it, so I can’t analyze it as well.

dfkeenan 2015-10-17 #8

I just downloaded this and debugged it just fine. Are you starting the game from within Visual Studio?

(The only change I made was the default graphics profile to D3D 11.0. My GTX 580 can’t do 11.1 apparently)

dfkeenan 2015-10-17 #9

Oh,

I also added a Infinite plane to the ground entity so the ball doesn’t fall straight through it. The Left/Right worked out of the box but the Up/Down was in the wrong plane needed to be UnitZ with your current setup.

Dylan_Lewis (Dylan Lewis) 2015-10-17 #10 in reply to #9

The controller sample which does not seem that different to my project also works fine on my computer so my guess is that this is a just a glitch. I think that I might create a new project and see if the problem happens again.