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Question Character doesn't jump on vertical axis with keyboard

Discussion in 'Scripting' started by brawlstarshesap0001, May 19, 2023.

  1. brawlstarshesap0001

    brawlstarshesap0001

    Joined:
    May 19, 2023
    Posts:
    6
    Hi. I have been making a game which is a parkour game.
    I added a button that increases character's speed.
    If it is hold enough, it increases character's speed more.
    But that mechanic came with an issue.
    If I hold that speed button with jumping in controller, jumping works as usual.
    Same things I did in keyboard, but jumping didn't work.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class PlayerMovement : MonoBehaviour
    6. {
    7.     public float Speed;
    8.     public float rotationSpeed;
    9.     public float jumpSpeed;
    10.     public float jumpButtonGP;
    11.  
    12.     private Animator animator;
    13.     private CharacterController charController;
    14.     private float ySpeed;
    15.     private float ogStepOffset;
    16.     private float? lastGT;
    17.     private float? jumpButtonPT;
    18.     private float startTimeSpeed = 0f;
    19.     private float holdTimeSpeed = 3.0f;
    20.  
    21.     void Start()
    22.     {
    23.         animator = GetComponent<Animator>();
    24.         charController = GetComponent<CharacterController>();
    25.         ogStepOffset = charController.stepOffset;
    26.     }
    27.  
    28.    
    29.     void Update()
    30.     {
    31.         float horizontalInput = Input.GetAxis("Horizontal");
    32.         float verticalInput = Input.GetAxis("Vertical");
    33.  
    34.         Vector3 moveDir = new Vector3(horizontalInput, 0, verticalInput);
    35.         float magnitude = Mathf.Clamp01(moveDir.magnitude) * Speed;
    36.         moveDir.Normalize();
    37.  
    38.         ySpeed += Physics.gravity.y * Time.deltaTime;
    39.  
    40.         if (charController.isGrounded)
    41.         {
    42.             lastGT = Time.time;
    43.         }
    44.  
    45.         if (Input.GetButton("Dash"))
    46.         {
    47.             animator.SetBool("isRunning", true);
    48.  
    49.             if (Input.GetButtonDown("Dash"))
    50.             {
    51.                 Speed = 6;
    52.                 startTimeSpeed = Time.time;
    53.             }
    54.  
    55.             if (startTimeSpeed + holdTimeSpeed <= Time.time)
    56.             {
    57.                 animator.SetBool("isDashing", true);
    58.                 Speed = 9;
    59.             }
    60.         }
    61.         else
    62.         {
    63.             animator.SetBool("isRunning", false);
    64.             animator.SetBool("isDashing", false);
    65.             Speed = 3;
    66.         }
    67.  
    68.  
    69.         if (Input.GetButton("Jump"))
    70.         {
    71.             jumpButtonPT = Time.time;
    72.         }
    73.  
    74.         if (Time.time - lastGT <= jumpButtonGP)
    75.         {
    76.             charController.stepOffset = ogStepOffset;
    77.             ySpeed = -0.5f;
    78.  
    79.             if (Time.time - jumpButtonPT <= jumpButtonGP)
    80.             {
    81.                 ySpeed = jumpSpeed;
    82.                 jumpButtonPT = null;
    83.                 lastGT = null;
    84.             }
    85.         }
    86.         else
    87.         {
    88.             charController.stepOffset = 0;
    89.         }
    90.  
    91.         Vector3 velocity = moveDir * magnitude;
    92.         velocity.y = ySpeed;
    93.  
    94.         charController.Move(velocity * Time.deltaTime);
    95.  
    96.         if (moveDir != Vector3.zero)
    97.         {
    98.             animator.SetBool("isWalking", true);
    99.             Quaternion toRotation = Quaternion.LookRotation(moveDir, Vector3.up);
    100.             transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
    101.         }
    102.         else
    103.         {
    104.             animator.SetBool("isWalking", false);
    105.             animator.SetBool("isRunning", false);
    106.             animator.SetBool("isDashing", false);
    107.         }
    108.     }
    109. }
    110.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,187
    Generally you should separate your input from your processing code.

    Each frame:

    - make local variables to capture input

    - clear them

    - gather input from ALL sources into those variables

    - act upon the variables

    If it still doesn't work when you do that, then it is 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. brawlstarshesap0001

    brawlstarshesap0001

    Joined:
    May 19, 2023
    Posts:
    6
    I just wanted a normal answer, not a full explanation of debug's
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,187
    As a software professional I'm not interested in doing your work.

    However I have offered the one tried and true technique that will help you fix ANY problem.

    Best of luck to you in your pursuits!
     
  5. brawlstarshesap0001

    brawlstarshesap0001

    Joined:
    May 19, 2023
    Posts:
    6