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Issues with a Script to teleport my Player

Discussion in 'Scripting' started by Blackswordgames, Jun 30, 2022.

  1. Blackswordgames

    Blackswordgames

    Joined:
    Jan 5, 2020
    Posts:
    1
    I've been trying to work on making a teleport script that would make it so that the player could teleport to a random point in the area around them but something with setting the players transform to the warp point vector seems to have gone wrong and i dont know what. this is the code im using
    Code (CSharp):
    1. public class Teleporting : MonoBehaviour
    2. {
    3.  
    4.     public float warpRange;
    5.     public bool warpPointSet;
    6.     public Vector3 warpPoint;
    7.     public LayerMask whatIsGround;
    8.     private Transform player;
    9.     private InputManager inputManager;
    10.     // Start is called before the first frame update
    11.     void Start()
    12.     {
    13.         player = gameObject.transform;
    14.         inputManager = player.gameObject.GetComponent<InputManager>();
    15.     }
    16.  
    17.     // Update is called once per frame
    18.     void Update()
    19.     {
    20.         if(inputManager.onFoot.Shoot.triggered)
    21.         {
    22.             TeleportFunc();
    23.         }
    24.         if (!warpPointSet) RangeFinder();
    25.  
    26.        
    27.     }
    28.  
    29.     public void TeleportFunc()
    30.     {  
    31.         if (warpPointSet)
    32.         {
    33.             player.transform.position = warpPoint;
    34.             warpPointSet = false;
    35.         }
    36.     }
    37.    
    38.     public void RangeFinder()
    39.     {
    40.         float randomZ = Random.Range(-warpRange, warpRange);
    41.         float randomX = Random.Range(-warpRange, warpRange);
    42.  
    43.         warpPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
    44.         if (Physics.Raycast(warpPoint, -transform.up, 2f, whatIsGround))
    45.             warpPointSet = true;
    46.  
    47.     }
    48.  
    49.     private void OnDrawGizmosSelected()
    50.     {
    51.         Gizmos.color = Color.red;
    52.         Gizmos.DrawWireSphere(transform.position, warpRange);
    53.     }
    54. }
    55.  
    There is no error in the console and everything seems to work regarding setting the random point itself, but the player object wont teleport to the set warp point regardless of what I've tried.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,520
    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.

    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/

    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

    You must find a way to get the information you need in order to reason about what the problem is.