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Question Ground Check failing

Discussion in 'Scripting' started by wyhwtf, Aug 29, 2023.

  1. wyhwtf

    wyhwtf

    Joined:
    Aug 13, 2023
    Posts:
    1
    Yo, I have made a function to handle the player jumping, however the ground check is failing. Everything else in the scene is set up properly, so the issue is with code, I believe.


    private void Jump()
    {

    Vector3 raycastOrigin = hitbox.bounds.center;
    raycastOrigin.y = hitbox.bounds.min.y;
    bool canJump = !Physics.Raycast(raycastOrigin, Vector3.down, 0.5f);
    if(playerMovement.Player.Jump.triggered && canJump)
    {

    rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
    }
    Debug.DrawRay(raycastOrigin, Vector3.down * 0.5f, Color.red);
    }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    How to report your problem productively in the Unity3D forums:

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

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, log output, variable values, and especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)

    The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven't put effort into finding the documentation, why should we bother putting effort into replying?



    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/

    - Do not TALK about code without posting it.
    - Do NOT post unformatted code.
    - Do NOT retype code. Use copy/paste properly using code tags.
    - Do NOT post screenshots of code.
    - Do NOT post photographs of code.
    - ONLY post the relevant code, and then refer to it in your discussion.



    If you have no idea what is going on, fix that first! Here's how:

    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.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    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. wideeyenow_unity

    wideeyenow_unity

    Joined:
    Oct 7, 2020
    Posts:
    728
    Out of all my experiences with Physics.Raycast, I never knew it was technically a bool... lmao...
    https://docs.unity3d.com/ScriptReference/Physics.Raycast.html

    But that being said, it's because I've never seen it used like that. I would make a simple test just checking that bool logic, and manually moving said object up and down on a collider, and verify it works as intended.
     
  4. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,769
    Code (CSharp):
    1. bool canJump = !Physics.Raycast(raycastOrigin, Vector3.down, 0.5f);
    I think the
    !
    is erroneous here.
    Physics.Raycast
    returns true when it hits something that meets the provided conditions.
    !
    flips that around. So you hit the ground, get true, then flip that to false, which doesn't seem right.

    It's better to think of it as a method that returns a boolean value. It's usage (logic error aside) makes no difference either. These two bits of code do exactly the same thing:
    Code (CSharp):
    1. bool onGround = Physics.Raycast(...);
    2. if (onGround)
    3. {
    4.    
    5. }
    6.  
    7. if (Physics.Raycast(...))
    8. {
    9.    
    10. }
    Though I would personally do the former as the intent is more clear from the variable's name.
     
    wideeyenow_unity likes this.
  5. wideeyenow_unity

    wideeyenow_unity

    Joined:
    Oct 7, 2020
    Posts:
    728
    I'm not sure about that, in the sense I'm thinking, which could lead to dirt like this:
    Code (CSharp):
    1. if (stamina > 45 && !inHouse && Physics.Raycast(raycastOrigin, Vector3.down, 0.5f))
    2. {
    3.    onGround = true;
    4. }
    To which I'd much rather have it separated, and mostly because I think of
    out hitInfo
    . lol, just feels like someone's trying to suggest reading up side down.

    But I can see what you mean, cuts out a process of true.v.false