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Bug Jump code fires but doesn't always jump

Discussion in '2D' started by HeatherCarter2006, Jul 9, 2023.

  1. HeatherCarter2006

    HeatherCarter2006

    Joined:
    Mar 11, 2023
    Posts:
    2
    Hi friends, sorry if I am wasting your time but I am trying to make a 2D beat em up and this is my movement code. Everything works fine except the jump code the code fires but the character doesn't always gets the upwards momentum they should. I think it may be due to turning the rb on and off but I'm not completely sure. Thank you in advance :)

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class PlayerMovement : MonoBehaviour
    6. {
    7.     //Components
    8.     Animator animator;
    9.     Rigidbody2D rb;
    10.  
    11.     //Walk
    12.     float horizontal;
    13.     float vertical;
    14.     bool isFacingRight;
    15.  
    16.     //Run
    17.     private const float DoubleClickTime = 0.2f;
    18.     private float lastClickTime;
    19.  
    20.     //Speed Variables
    21.     public float speed = 4f;
    22.     public float walkSpeed = 4f;
    23.     public float runSpeed = 8f;
    24.  
    25.     //Jump
    26.     public float jumpForce = 300f;
    27.     public float axisY;
    28.     public bool isJumping = false;
    29.  
    30.     private void Awake()
    31.     {
    32.         animator = GetComponent<Animator>();
    33.         rb = GetComponent<Rigidbody2D>();
    34.         rb.Sleep();
    35.     }
    36.  
    37.     private void Update()
    38.     {
    39.         horizontal = Input.GetAxis("Horizontal");
    40.         vertical = Input.GetAxis("Vertical");
    41.  
    42.         //If a horizontal movement key is double tapped start running.
    43.         if (Input.GetButtonDown("Horizontal"))
    44.         {
    45.             float timeSinceLastClick = Time.time - lastClickTime;
    46.  
    47.             if (timeSinceLastClick <= DoubleClickTime)
    48.             {
    49.                 speed = runSpeed;
    50.                 animator.SetFloat("MoveSpeed", runSpeed);
    51.             }
    52.             else
    53.             {
    54.                 speed = walkSpeed;
    55.                 animator.SetFloat("MoveSpeed", walkSpeed);
    56.             }
    57.  
    58.             lastClickTime = Time.time;
    59.         }
    60.  
    61.         if (transform.position.y <= axisY)
    62.         {
    63.             OnLand();
    64.         }
    65.  
    66.         if (Input.GetButtonDown("Jump") && !isJumping)
    67.         {
    68.             axisY = transform.position.y;
    69.             isJumping = true;
    70.             rb.gravityScale = 1.5f;
    71.             rb.WakeUp();
    72.             rb.AddForce(new Vector2(transform.position.x + 7.5f, jumpForce));
    73.             Debug.Log("Jump");
    74.         }
    75.     }
    76.  
    77.     private void FixedUpdate()
    78.     {
    79.         Vector3 movement = new Vector3(horizontal * speed, vertical * speed/2, 0);
    80.         transform.position = transform.position + movement * Time.fixedDeltaTime;
    81.         Flip(horizontal);
    82.     }
    83.  
    84.     private void Flip(float horizontal)
    85.     {
    86.         if (horizontal < 0 && !isFacingRight || horizontal > 0 && isFacingRight)
    87.         {
    88.             isFacingRight = !isFacingRight;
    89.  
    90.             Vector3 scale = transform.localScale;
    91.             scale.x *= -1;
    92.             transform.localScale = scale;
    93.         }
    94.     }
    95.  
    96.     private void OnLand()
    97.     {
    98.         isJumping = false;
    99.         rb.gravityScale = 0f;
    100.         rb.Sleep();
    101.         axisY = transform.position.y;
    102.     }
    103. }
    104.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    That's a great first hypothesis... now test it, debug it, prove it, fix it!

    The other thing that stands out to me is line 72. Explain your use case for adding a force dependent on a position, plus some random magic number... that's at least... slightly weird.

    Beyond that...

    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 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 for 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.