Variable not updating properly - debugging guide
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VariableHelper_Pro
Posted on July 26, 2025 • Beginner
🔧 Variable not updating when buttons are pressed
Hi everyone! I’m having a really frustrating bug with my action system. I have arrow buttons and a sleep button that should change my ‘action’ variable, but only the sleep button works properly. 😞
When I press the arrow buttons, the variable doesn’t seem to update at all. I’ve checked my code multiple times but can’t figure out what’s wrong.
Project link: My Action System Project (wait until after the intro to find the buttons)
Any help would be amazing! This is driving me crazy! 🙏
DebugMaster_Sarah
Replied 25 minutes later • ⭐ Best Answer
I see this problem all the time @VariableHelper_Pro! This is a classic case of conflicting scripts. Here’s what’s happening and how to fix it:
🔍 The Problem: Script Conflicts
Your issue is likely caused by multiple scripts running at the same time, overriding each other:
🚀 Solution 1: Proper Button Logic
❌ Problematic Code (causes conflicts):
// Button sprite - BAD approach forever if <touching [mouse-pointer v]?> then set [brightness v] effect to [20] if <mouse down?> then set [Action v] to [Right] end else set [brightness v] effect to [0] set [Action v] to [Idle] // This keeps overriding! end end
✅ Fixed Code (much better!):
// Button sprite - GOOD approach forever if <touching [mouse-pointer v]?> then set [brightness v] effect to [20] if <mouse down?> then set [Action v] to [Right] broadcast [action changed v] end else set [brightness v] effect to [0] // Don't automatically set to Idle here! end end
🎯 Solution 2: Centralized Action Management
Create one main script to handle all action changes:
// Main sprite or stage - Action Manager when flag clicked set [Action v] to [Idle] set [Action Timer v] to [0] forever if <(Action Timer) > [0]> then change [Action Timer v] by [-1] else if <not <(Action) = [Idle]>> then set [Action v] to [Idle] end end end when I receive [action changed v] set [Action Timer v] to [30] // Action lasts 0.5 seconds
🔧 Solution 3: Better Button Design
Use this pattern for each button sprite:
// Right Arrow Button when flag clicked forever if <touching [mouse-pointer v]?> then set [brightness v] effect to [20] else set [brightness v] effect to [0] end end when this sprite clicked set [Action v] to [Right] broadcast [action changed v] wait [0.1] seconds // Prevent double-clicks
🎮 Solution 4: Keyboard Alternative
Sometimes keyboard controls work better than buttons:
when [right arrow v] key pressed set [Action v] to [Right] broadcast [action changed v] when [left arrow v] key pressed set [Action v] to [Left] broadcast [action changed v] when [up arrow v] key pressed set [Action v] to [Jump] broadcast [action changed v] when [space v] key pressed set [Action v] to [Sleep] broadcast [action changed v]
🔍 Debugging Tips
Here’s how to debug variable issues:
Add Debug Display:
// Create a text sprite for debugging when flag clicked forever set [text v] to (join [Action: ] (Action)) go to x: [-200] y: [150] end
Use Say Blocks for Testing:
when this sprite clicked say [Button clicked!] for [1] seconds set [Action v] to [Right] say (join [Action set to: ] (Action)) for [1] seconds
Check Script Execution:
// Add this to see which scripts are running when flag clicked forever say [Main loop running] for [0.1] seconds wait [1] seconds end
⚡ Advanced Solution: State Machine
For complex projects, use a state machine approach:
define handle action (new_action) if <not <(Action) = (new_action)>> then set [Previous Action v] to (Action) set [Action v] to (new_action) broadcast (join [action_] (new_action)) end // Use this instead of directly setting variables when this sprite clicked handle action [Right]
The key is to avoid having multiple scripts that can change the same variable at the same time. Use broadcasts and centralized management instead! 🎯
VariableHelper_Pro
Replied 1 hour later
@DebugMaster_Sarah OMG this is exactly what I needed! 🎉
I implemented the centralized action management and it works perfectly now! I had no idea that multiple scripts could interfere with each other like that. The debug display was super helpful too - I could actually see the variable changing back and forth!
Thank you so much for the detailed explanation! 🙏
CodeTeacher_Mike
Replied 2 hours later
Great solution @DebugMaster_Sarah! 👏 This is a perfect example of why understanding program flow is so important.
For beginners reading this: always remember that in Scratch, multiple scripts can run at the same time. This is powerful but can cause conflicts if you’re not careful. The key principles are:
- 🎯 One source of truth - Have one place that manages each variable
- 📡 Use broadcasts - Let scripts communicate instead of fighting
- 🔍 Debug visually - Use say blocks and text displays to see what’s happening
Vibelf_Community
Pinned Message • Moderator
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- How to debug complex Scratch projects?
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