On build it plays a sound and black screens. If I try to play in the editor the entire thing (excluding monodevelop) simply crashes. I have absolutely no idea how to fix this and don't want to re do the entire thing (worked on it for a while). It has a sizable script which just started crashing. Here is the script.
#pragma strict
var pointValue = 1;
var currentScore : int = 0;
var cube1 : GameObject;
var cube2 : GameObject;
var cube3 : GameObject;
var cube4 : GameObject;
var cube5 : GameObject;
var cube6 : GameObject;
var cube1a : GameObject;
var cube2b : GameObject;
var cube3c : GameObject;
var cube4d : GameObject;
var cube5e : GameObject;
var cube6f : GameObject;
private var random : int;
var offsetY : float = 40;
var sizeX : float = 100;
var sizeY : float = 40;
function OnGUI () {
GUI.Box (new Rect (Screen.width/2-sizeX/2, offsetY, sizeX, sizeY), currentScore + " Doritos with your dew");
}
function Update ()
{
if (Input.GetKeyDown ("w")) {
cube1.active = false;
cube2.active = true;
cube3.active = false;
cube4.active = false;
cube5.active = false;
cube6.active = false;
if (cube2b.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("q")) {
cube1.active = true;
cube2.active = false;
cube3.active = false;
cube4.active = false;
cube5.active = false;
cube6.active = false;
if (cube1a.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("e")) {
cube1.active = false;
cube2.active = false;
cube3.active = true;
cube4.active = false;
cube5.active = false;
cube6.active = false;
if (cube3c.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("a")) {
cube1.active = false;
cube2.active = false;
cube3.active = false;
cube4.active = true;
cube5.active = false;
cube6.active = false;
if (cube4d.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("s")) {
cube1.active = false;
cube2.active = false;
cube3.active = false;
cube4.active = false;
cube5.active = true;
cube6.active = false;
if (cube5e.active) {
currentScore += pointValue;
audio.Play();
}
} if (Input.GetKeyDown ("d")) {
cube1.active = false;
cube2.active = false;
cube3.active = false;
cube4.active = false;
cube5.active = false;
cube6.active = true;
if (cube6f.active) {
currentScore += pointValue;
audio.Play();
}
}
random = Random.Range(0, 6);
}
do {
cube1a.active = true;
cube2b.active = false;
cube3c.active = false;
cube4d.active = false;
cube5e.active = false;
cube6f.active = false;
} while (!(Input.GetKeyUp ("q") || random > 1.1));
do {
cube1a.active = false;
cube2b.active = true;
cube3c.active = false;
cube4d.active = false;
cube5e.active = false;
cube6f.active = false;
} while (!(Input.GetKeyUp ("w") || random > 2.1));
do {
cube1a.active = false;
cube2b.active = false;
cube3c.active = true;
cube4d.active = false;
cube5e.active = false;
cube6f.active = false;
} while (!(Input.GetKeyUp ("e") || random > 3.1));
do {
cube1a.active = false;
cube2b.active = false;
cube3c.active = false;
cube4d.active = true;
cube5e.active = false;
cube6f.active = false;
} while (!(Input.GetKeyUp ("a") || random > 4.1));
do {
cube1a.active = false;
cube2b.active = false;
cube3c.active = false;
cube4d.active = false;
cube5e.active = true;
cube6f.active = false;
} while (!(Input.GetKeyUp ("s") || random > 5.1));
do {
cube1a.active = false;
cube2b.active = false;
cube3c.active = true;
cube4d.active = false;
cube5e.active = false;
cube6f.active = true;
} while (!(Input.GetKeyUp ("d") || random > 6.1));
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