Okay folks, today got real annoying real quick. Wanted to test this game prototype I’m messing with, and bam – rounds just stopped updating. Frozen. Stuck on round 3 like a broken clock. Annoying as heck. Let me walk you through this mess.

First Sign of Trouble
Started playtesting after adding some new enemy spawn logic. Game ran smooth for first couple rounds, then suddenly – nothing. UI showed “ROUND 3” forever. Enemies stopped spawning, progress bar dead. Tapped keys like a maniac – nada. My code looked fine though! Double-checked the round counter variable – seemed to increment okay. Weird.
Stupid Debugging Circus
Went down classic rabbit holes:
- Blamed the new code: Commented out my fresh enemy spawner scripts. Still stuck.
- Checked event listeners: Made damn sure round completion triggers were hooked up. They were.
- Added debug logs everywhere: Console screamed “ROUND START!” but never saw “ROUND END!”. Huh?
- Replaced keyboard controls: Thought maybe input froze. Added mouse clicks to advance rounds – same damn freeze.
Hour deep now, frustration boiling. Why the hell would round counter increase but next round never start? Made zero sense.
The “Oh You Dumbass” Moment
Started staring at collision detection code between bullets and enemies. See, my rounds only advance after killing all enemies. Added more debug logs – bullets hit enemies, health decreased… but last enemy never died. Ever. Health hit zero but the stupid enemy just… hovered there. Undead.
Found the Glitchy Gremlin
Checked enemy “death” function. Had this genius line:

if (health <= 0) {
Destroy(gameObject);
Turns out? Some enemy types spawned with 0.1 extra health from powerups. Health hit exactly 0.0001, but condition required <= 0. So the little bastards survived with microscopic health pools! Round couldn't end while they "lived". Felt like facepalming through my skull.

Stupid Simple Fix
Changed one freaking character:
if (health <= 0.001f) {
Destroy(gameObject);

Boom. Rounds flowed like butter. Those zombie enemies properly died now. Total fix time after diagnosis? Two minutes. Why? Floating point numbers are sneaky jerks. Lesson learned: never trust exact values with floats. Always use tolerance thresholds.
Moral of the story? Sometimes the bug ain’t where you’re looking. That “obvious” code you skimmed over ten times? Yeah, that’s probably where you screwed up. Now if you’ll excuse me, I need to rewrite that enemy health system entirely. Cheers.