Search Unity

Question AddForce Going in only one direction every time

Discussion in 'Physics' started by KiddoKing, May 20, 2023.

  1. KiddoKing

    KiddoKing

    Joined:
    May 20, 2023
    Posts:
    4
    So every time I try to change the direction my AddForce is going it only goes in one direction which is up.
    I have an image of the code down below and I can't see any problems with it. Can you help me? Unity Problems 2.png Unity problems 1.png
     

    Attached Files:

  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,726
    Images of code are not a thing. If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    It sounds like it might be...

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

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

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    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
    - you're getting an error or warning and you haven't noticed it in the console window

    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 names of the GameObjects or Components involved?
    - 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 supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

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

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    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

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. Chris-Trueman

    Chris-Trueman

    Joined:
    Oct 10, 2014
    Posts:
    1,261
    Actually @Kurt-Dekker it is a matter of reading the docs and understanding the method they are using.

    https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html

    The other problem is that you are using a 3D component with a 2D component. This isn't a bad thing only that it's generally better to use 2D components for 2D and 3D components for 3D. I recommend you use Rigidbody2D and BoxCollider2D instead of Rigidbody and BoxCollider with sprites. Your game may differ so take this as a grain of salt then.
     
  4. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,478
    This isn't a 2D question (you're not asking about the 2D SpriteRenderer), this is a 3D physics question so I'll move your post to the physics forum and remove the 2D tag.

    You're constantly adding a force along the world Z axis so that's what will happen. If you want to add a force that is relative to the 3D Rigidbody rotation then use Rigidbody.AddRelativeForce.

    It's always worth just browsing the scripting docs for any component you're using if you don't want to look for tutorials.
     
    Kurt-Dekker likes this.
  5. KiddoKing

    KiddoKing

    Joined:
    May 20, 2023
    Posts:
    4
    Thank you MelvMay.
     
    MelvMay likes this.
  6. KiddoKing

    KiddoKing

    Joined:
    May 20, 2023
    Posts:
    4
    That's what I was thinking. Thank you for your help.