I know I did:P.
As a preparation I put that part into a separate script. The debugging actions are a bit more complicated as they call “LoadNextLevel()” in another script for example, but I think it should be worth it to have a clean structure where all those debugging is concentrated into a single script.
What’s still missing now is how to leave that script (or at least having it connected with the player object) out of a release build…
That a good idea^^. Will do this next game. Thanks:)
You’re welcome.
This is what I’ve done:
DebugHelper.cs:
using UnityEngine;
public class DebugHelper : MonoBehaviour
{
CollisionHandler ch;
void Start()
{
ch = gameObject.GetComponent<CollisionHandler>();
}
void Update()
{
if( Input.GetKeyDown(KeyCode.L))
{
ch.LoadNextLevel();
}
if (Input.GetKey(KeyCode.C))
{
ch.isCheating = !ch.isCheating;
}
}
}
and in my CollisionHandler.cs:
public class CollisionHandler : MonoBehaviour
{
public bool isCheating = false;
[...]
void StartCrashSequence()
{
if( isCheating ) { return; }
[...]
This is a good Idea was thinking of doing it but didn’t bother in the end as its a few line of Code but in future games will definitely make it separate. Also @Paula I Forgot to remove mine and had to go back and rebuild