Search Unity

  1. If you have experience with import & exporting custom (.unitypackage) packages, please help complete a survey (open until May 15, 2024).
    Dismiss Notice
  2. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice

Question Character sinking into ground

Discussion in '2D' started by Sheela69420, Jun 26, 2023.

  1. Sheela69420

    Sheela69420

    Joined:
    Feb 18, 2023
    Posts:
    1
    Hi, so I've recently started using Unity by making 2D games. In one of my recent projects, my character was continuously sinking into the ground even though I had added a tile map collider to the ground and a capsule collider to the player. Here is the code I used: -

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class playerMove : MonoBehaviour
    {
    public Rigidbody2D rb;
    public SpriteRenderer spriteRenderer;

    public float moveSpeed = 5f;

    private float horizontalMove;

    // Start is called before the first frame update
    void Start()
    {
    rb = GetComponent<Rigidbody2D>();
    spriteRenderer = GetComponent<SpriteRenderer>();
    }

    // Update is called once per frame
    void Update()
    {
    horizontalMove = 0f;

    if (Input.GetKey(KeyCode.D))
    {
    horizontalMove = 1f;
    FlipCharacter(true);
    }
    else if (Input.GetKey(KeyCode.A))
    {
    horizontalMove = -1f;
    FlipCharacter(false);
    }

    Vector2 movement = new Vector2(horizontalMove, 0f);
    rb.velocity = movement * moveSpeed;
    }

    private void FlipCharacter(bool isFacingRight)
    {
    spriteRenderer.flipX = !isFacingRight;
    }
    }
    [/code]
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,869
    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/

    Review all the requirements for colliders to work properly. No sense me trying to retype them here!

    Beyond that...

    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 for 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. KarageOwO

    KarageOwO

    Joined:
    Jun 26, 2023
    Posts:
    3
    ( sorry i'm also a newbie so I might just be saying bullshit ) Are you literally sinking in the ground ? If your are just tilting in the ground the problems is with the RigidBody. If that's the case you need to set the Z constraints on. The source of the problem should probably be with the RigidBody if u have tile map collider because even if your character don't have a Boxcollider you should still be able to stay on ground.
     
  4. OblivionKiller

    OblivionKiller

    Joined:
    Sep 1, 2023
    Posts:
    1
    I don't mean to necro this but for anyone in the future who has this problem: turn off interpolation on your player's rigidbody. One of the comments here made me think to mess around with the setting on my rigid body and if i hadn't i wouldn't have figured it out lol
     
  5. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,537
    Please don't necropost.

    Your post is incorrect. Interpolation has no effect on physics/collision-detection at all. It's simply updating the Transform from the previous body pose to the current one. It's for visuals only.