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Question Input during dash makes player keep moving

Discussion in 'Scripting' started by AimPizza, Mar 14, 2023.

  1. AimPizza

    AimPizza

    Joined:
    Feb 19, 2023
    Posts:
    2
    I have implemented a dashing Coroutine which is called in Update() and temporarily changes the currentSpeed. The moving is handled by another method which refers to currentSpeed

    So the Problem here is that when I press the opposite direction while holding LeftShift, the player continues to move towards the dashing-direction and I have no clue why that is. Even more bizzare to me is that it works just fine with the arrowkeys but changing the keybindings in the Input Manager doesn't make any difference. I also have no code interfering with 'a' or 'd'.
    What am I missing here?

    Code (CSharp):
    1.  private void Update()
    2. {
    3.      if ( (Input.GetKeyDown(KeyCode.LeftShift)) && (!isDashing))
    4.         StartCoroutine(Dash());
    5.        
    6.      MovePlayer();
    7. }
    8.  
    9. void MovePlayer()
    10. {
    11.     UpdateMoveDir();
    12.    
    13.     rb.velocity = moveDir * currentSpeed;
    14. }
    15.  
    16. void UpdateMoveDir()
    17. {
    18.     float moveX = Input.GetAxisRaw("Horizontal");
    19.     float moveY = Input.GetAxisRaw("Vertical");
    20.     moveDir = new Vector2(moveX, moveY);
    21.     moveDir.Normalize();
    22. }
    23.  
    24. private IEnumerator Dash()
    25. {
    26.     // do not allow dashing again during dash
    27.     isDashing = true;
    28.      
    29.     currentSpeed = dashingPower;
    30.     Debug.Log("dashing: " + rb.velocity);
    31.  
    32.     yield return new WaitForSeconds(dashLength);
    33.        
    34.     isDashing = false;
    35.     currentSpeed = speed;
    36. }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,742
    You mention "holding Left Shift" but I only see you using
    Input.GetKeyDown(KeyCode.LeftShift)
    to initiate the dash, and a time value to end the dash.

    I never see you checking if LeftShift is still held.

    You are also NOT inhibiting gathering new input during the dash, so the player can change direction during dash. That might be desirable but not sure in your game design.
     
  3. AimPizza

    AimPizza

    Joined:
    Feb 19, 2023
    Posts:
    2
    First: Saying "holding LShift" was wrong, I just didn't notice it at that point and the solution I had implemented was the way I want it to be. I have tried inhibiting input during the dash period which also didn't help. Even resetting 'moveDir' to (0, 0) at the end of the Dash() Enumerator brought no change.
    I suspect the problem to be something with 'a'/'d' since, again, it works just fine with the arrow keys and 'w' and 's' seem to work better.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,742
    Don't stop debugging... find out why, who, what is causing the unintended behaviour. Staring at code in a vacuum is only going to go so far.

    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 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.

    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)

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