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Question Issue with Raycast working with key input

Discussion in 'Scripting' started by TheProcessYet_64, Jun 16, 2023.

  1. TheProcessYet_64

    TheProcessYet_64

    Joined:
    Jan 4, 2023
    Posts:
    39
    I've made my own mantle/vaulting feature and while it still needs a lot of work, the mechanic itself works.

    But even though I have a certain key input required to start the mantle mechanic, it doesn't work unless I also hold down the space key, despite not having a single reference to it in my code below.

    In order for me to be able to mantle, I need to hold down both space and the key T but I don't quite understand why, when all I am requiring is for T to be held.

    Code (CSharp):
    1. public class Vaulting : MonoBehaviour
    2. {
    3.     public CharacterController cc;
    4.     public PlayerMovement playerMove;
    5.  
    6.     private float playerHeight = 2f;
    7.     private float playerRadius = 0.5f;
    8.  
    9.     float speed = 2.5f;
    10.     RaycastHit firstHit;
    11.  
    12.     public float currentVaultAmount = 0.5f;
    13.  
    14.     void Update()
    15.     {
    16.         if (Input.GetKey(KeyCode.T))
    17.         {
    18.             if (Physics.Raycast(transform.position, transform.forward, out firstHit, 1f))
    19.             {
    20.                 if (Physics.Raycast(firstHit.point + (transform.forward * playerRadius) + (Vector3.up * 0.6f * playerHeight), Vector3.down, out var secondHit, playerHeight))
    21.                 {
    22.                     if (firstHit.collider)
    23.                     {
    24.                         playerMove.enabled = false;
    25.  
    26.                         cc.transform.position += Vector3.up * speed * Time.deltaTime;
    27.                         Debug.Log("Collider hit successfully");
    28.  
    29.                         playerMove.enabled = true;
    30.                     }
    31.                 }                  
    32.             }
    33.             else
    34.             {
    35.                 //StartCoroutine(Vault(transform.forward, 0.5f));
    36.                 Debug.Log("No collider hit");
    37.             }
    38.         }
    39.     }
    40. }
    I have my PlayerMovement & Vaulting scripts attached to my Player object. I took my IEnumerator out of this snippet because even without it, I still need to hold down space.
     
  2. StarBornMoonBeam

    StarBornMoonBeam

    Joined:
    Mar 26, 2023
    Posts:
    209
    Is this a mono-behaviour specific to the vault? Or do you have other mono behaviours that use the space key.

    I don't know if lines 24 and 29 enable another script that uses space bar. There might be a conflict by stopping it's operation like that.
     
  3. TheProcessYet_64

    TheProcessYet_64

    Joined:
    Jan 4, 2023
    Posts:
    39
    I have another script that has my entire character controller code including a space bar input for specific movement and I disable it on line 24 in the vault script (playerMove.enabled = false). I hope I understood that right
     
  4. StarBornMoonBeam

    StarBornMoonBeam

    Joined:
    Mar 26, 2023
    Posts:
    209
    There is nothing in the script you posted that depends on a space bar. So you'd have to look at the other script or incorporate your vault into that script. It's too difficult for anybody to know. Because as you know the above script does not require a space bar for operation. So something in your character controller, or maybe if this script activates on collision (this is speculation) then you are finding that space bar is getting you the collision with the vault object when spacebar is held. But otherwise the collision is not happening. I couldn't know that but it's definitely a possibility.
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Sounds like it is... time for you 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 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)" - Kurt Dekker (and many others)

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