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How do I make a bounce pad? I have tried things from many tutorials, but it isn't working.

Discussion in 'Scripting' started by Prqtection, Sep 26, 2022.

  1. Prqtection

    Prqtection

    Joined:
    Sep 10, 2022
    Posts:
    6
    I am trying to make a bounce pad that, on collision with the player will make the player go up 10f. However, when I play the game, the bounce pad does nothing.

    Code: (Attached to bounce pad)

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

    public class BouncePad : MonoBehaviour
    {

    private float bounce = 10f;


    private void OnCollisionEnter2D(Collision2D collision)
    {

    if (collision.gameObject.CompareTag("Player"))
    {
    collision.gameObject.GetComponent<Rigidbody2D>().AddForce(Vector2.up * bounce, ForceMode2D.Impulse);
    }


    }
    }

    END OF CODE

    The player has a Rigidbody2D and Boxcollider2D.
    The bounce pad has a Boxcollider2D.


    I've been working on the problem for a few days now, but I can't seem to figure it out. Any help would be appreciated. I can also give information and screenshots if necessary.
    P.S. I am a beginner, so sorry if it's a dumb question.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,726
    Are you sure that you are doing tutorials properly?

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!

    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors...

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  3. spiney199

    spiney199

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    Feb 11, 2021
    Posts:
    7,922
    This is where you start debugging. Put Debug.Log statements both before and inside the if statement to see if the code is actually executing at all.

    If it's not, then you can start to figure out why.
     
    Kurt-Dekker likes this.
  4. Prqtection

    Prqtection

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    Sep 10, 2022
    Posts:
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    I'll try that, thank you!
     
  5. Prqtection

    Prqtection

    Joined:
    Sep 10, 2022
    Posts:
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    I put a Debug.Log statement and the collision is working fine. What else could be a mistake?
     
  6. spiney199

    spiney199

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    So if you've confirmed both the collission is firing AND that it's recognising the player (make sure you confirm this too), then potentially you're just not applying enough force? Throw in a hilariously high number and see if you get a result.
     
  7. Prqtection

    Prqtection

    Joined:
    Sep 10, 2022
    Posts:
    6
    I changed my code to this:

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

    public class BouncePad : MonoBehaviour
    {

    private float bounce = 100000f;


    private void OnCollisionEnter2D(Collision2D collision)
    {

    if (collision.gameObject.CompareTag("Player"))
    {

    Debug.Log("bounced");
    collision.gameObject.GetComponent<Rigidbody2D>().AddForce(Vector2.up * bounce, ForceMode2D.Impulse);
    Debug.Log("bounced done");
    }




    }
    }
    And it still isn't working. I did Debug.Log(collision.gameObject); and it printed Player. Do you have any more suggestions? (Sorry about basic debugging questions, I just started coding.)
     
  8. RadRedPanda

    RadRedPanda

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    May 9, 2018
    Posts:
    1,647
    You should be printing the tag of the object, not the object.
     
  9. spiney199

    spiney199

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    Feb 11, 2021
    Posts:
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    So which part isn't working? Is
    Debug.Log("bounced");
    , etc not firing? Have you made sure your player game object is tagged
    "Player"
    (this is not the same as being named player).
     
  10. Prqtection

    Prqtection

    Joined:
    Sep 10, 2022
    Posts:
    6
    It is tagged as Player.
    upload_2022-9-26_18-54-49.png
    The part that isn't working is
    collision.gameObject.GetComponent<Rigidbody2D>().AddForce(Vector2.right * bounce, ForceMode2D.Impulse); because its not going up.
     

    Attached Files:

  11. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,726
    Why would you expect a force to the right to make it go up?
     
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  12. spiney199

    spiney199

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    And how is the player being moved? If the played is being moved via regular transforms or by having it's rigidbody velocity set via code, adding forces to it won't have any effect.
     
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  13. Prqtection

    Prqtection

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    Sep 10, 2022
    Posts:
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    I changed it to up and it worked. Thank you for catching that error, I don't think I would have ever found that. Thanks for all the help everyone, you all were really helpful! :)
     
    Kurt-Dekker likes this.
  14. Kurt-Dekker

    Kurt-Dekker

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    If you followed Spiney's post #6 above suggesting hilariously high numbers...

    It would be pretty obvious if you changed the multiplier from 1 to 10 to 100 to 1000 to 10000...

    On one of those changes it would have gone squirting to the right and that would be your clue.
     
    Last edited: Sep 27, 2022