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Question How to make my player jumps NOT follow the cursor?

Discussion in 'Scripting' started by davebes123, Nov 27, 2022.

  1. davebes123


    Aug 25, 2021
    I have basic jump code and a separate script with my simple inputs for mouse Y and X.

    But when I jump, rather than jumping in the direction of my key input (so pressing W + space to jump forward), the jump follows my cursor so if I move my mouse to the left, the player will also move left while still in mid air instead of jumping forward only.

    Is there a general way of solving this?
  2. Kurt-Dekker


    Mar 16, 2013
    Yes there is!

    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
    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 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

    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.

    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: or this answer for Android:

    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:

    When in doubt, print it out!(tm)

    Note: the
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
  3. davebes123


    Aug 25, 2021
    I do have debug lines in my code and everything works, so there technically is no issue or error. I'm simply trying to find a way to prevent my jump movement from following my mouse.
  4. Kurt-Dekker


    Mar 16, 2013
    The issue is that you want this:

    and yet you have posted ZERO information about what you're even doing.

    Remember, nobody here can read your mind. This is why I posted a completely generic approach to finding out what is going on.

    After you work your way through understanding why jump is following your mouse cursor, you will almost certainly be able to fix it yourself.

    If you still cannot fix it once you understand it, then how to report your problem productively in the Unity3D forums:

    This is the bare minimum of information to report:

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

    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags:

    You may edit your post(s) above.