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3D Character Movement RB Stucking

Discussion in 'Scripting' started by cnroka, Sep 25, 2021.

  1. cnroka

    cnroka

    Joined:
    Oct 24, 2020
    Posts:
    8
    Hi everyone,

    I am working with 3D simple combat game. Unfortunately have issues with movement rotation. I am using Rigidbody. But it's stucking after some delay and cant figure it out.



    Code (CSharp):
    1. void Update()
    2.     {
    3.           rotation = joystick.Horizontal;
    4.           position = joystick.Vertical;
    5.     }
    6.  
    7. void FixedUpdate()
    8.     {
    9.  
    10.         Vector3 yRotation = Vector3.up * rotation * rotationSpeed * Time.fixedDeltaTime;
    11.         Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.fixedDeltaTime * rotation);
    12.         rb.MoveRotation(rb.rotation * deltaRotation );
    13.         rb.MovePosition(rb.position + transform.forward * moveSpeed * position * Time.fixedDeltaTime);
    14.  
    15.     }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    How to understand compiler and other errors and even fix them yourself:

    https://forum.unity.com/threads/ass...3-syntax-error-expected.1039702/#post-6730855

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
     
  3. cnroka

    cnroka

    Joined:
    Oct 24, 2020
    Posts:
    8
    Thanks for replied back im trying my best, already post code which i have problem. I'll try to explain as best I can.

    When i try to rotate with rigidbody.MoveRotation with fixed values(without Horizontal input) everything seems fine.

    But when i try like this with horizontal input rotating is stucking after some delay and continue again like gif which i posted.


    Code (CSharp):
    1. Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.fixedDeltaTime * rotation);
    2. rb.MoveRotation(rb.rotation * deltaRotation );