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Question Logical error with playerController script.

Discussion in 'Scripting' started by billy2k1, Aug 1, 2023.

  1. billy2k1

    billy2k1

    Joined:
    Nov 11, 2021
    Posts:
    9
    Hi, just came back to Unity after a while for some fun :), I was creating a 2D player script for a game and I found a issue with my player. Every time it runs, it runs perfectly fine across the x axis. However, after jumping, it stops moving across the x axis. I ran a check to see if the input is being recieved, and it is.

    I believe the issue is somewhere between my logic, and I can't seem to quite figure out what' causing it regardless of all the reverse engineering I've done.

    Would be appreciated if I could get more experienced/fresh minds suggesting where the issue is

    Code (CSharp):
    1.     private bool canJump => Input.GetButtonDown("Jump") && (onGround || extraJumpValue > 0);
    2.  
    3.     [Header("Collison Variables")]
    4.     [SerializeField] private float groundRayCastLength;
    5.     [SerializeField]private bool onGround;
    6.  
    7.  
    8.     private void Start()
    9.     {
    10.         rb = GetComponent<Rigidbody2D>();
    11.     }
    12.  
    13.     private void Update()
    14.     {
    15.         horizontalDirection = GetInput().x;
    16.         Debug.Log(horizontalDirection);
    17.         if (canJump) Jump();
    18.  
    19.     }
    20.     private void FixedUpdate()
    21.     {
    22.         CheckCollsion();
    23.         MoveCharacter();
    24.         Animation();
    25.         if (onGround)
    26.         {
    27.             extraJumpValue = extrajump;
    28.             ApplyLinearDrag();
    29.         }
    30.         else
    31.         {
    32.             ApplyAirLinearDrag();
    33.             FallMultiplier();
    34.         }
    35.     }
    36.     private Vector2 GetInput()
    37.     {
    38.         return new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
    39.     }
    40.     private void MoveCharacter()
    41.     {
    42.         rb.AddForce(new Vector2(horizontalDirection, 0) * movementAcceleration);
    43.         if(Mathf.Abs(rb.velocity.x) > maxMoveSpeed)
    44.         {
    45.             rb.velocity = new Vector2(Mathf.Sign(rb.velocity.x) * maxMoveSpeed, rb.velocity.y);
    46.         }
    47.     }
    48.     private void ApplyLinearDrag()
    49.     {
    50.         if(Mathf.Abs(horizontalDirection) < 0.4f || changingDirection)
    51.         {
    52.             rb.drag = linearDrag;
    53.         }
    54.         else
    55.         {
    56.             rb.drag = 0;
    57.         }
    58.     }
    59.     private void ApplyAirLinearDrag()
    60.     {
    61.             rb.drag = airLinearDrag;
    62.     }
    63.  
    64.     private void Jump()
    65.     {
    66.         if(!onGround)
    67.         {
    68.             extraJumpValue--;
    69.         }
    70.         rb.velocity = new Vector2(rb.velocity.x, 0f);
    71.         rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
    72.     }  
    73.     private void CheckCollsion()
    74.     {
    75.         onGround = Physics2D.Raycast(transform.position, Vector2.down, groundRayCastLength, groundLayer);
    76.     }
    77.     private void FallMultiplier()
    78.     {
    79.         if(rb.velocity.y < 0)
    80.         {
    81.             rb.gravityScale = fallMultiplier;
    82.         }
    83.         else if (rb.velocity.y > 0 && !Input.GetButton("Jump"))
    84.         {
    85.             rb.gravityScale = lowJumpFallMultiplier;
    86.         }
    87.         else
    88.         {
    89.             rb.gravityScale = 1f;
    90.         }
    91.     }
    92.  
    93.     private void Animation()
    94.     {
    95.         // Running / Walking
    96.         animator.SetFloat("Speed", Mathf.Abs(rb.velocity.x));
    97.         animator.SetBool("Grounded", onGround);
    98.  
    99.     }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    ALL the best fun happens in Unity!

    Even debugging is fun... when you know how to do it easily.

    Sounds like it might be...

    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.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    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.
     
  3. ijmmai

    ijmmai

    Joined:
    Jun 9, 2023
    Posts:
    188
    I would start with a print() in the if and else of the FixedUpdate() to see which one is used and take it from there.
     
  4. dlorre

    dlorre

    Joined:
    Apr 12, 2020
    Posts:
    700
    First thing is to make sure that onGround is true after jumping.