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Question Movement help

Discussion in 'Scripting' started by VeXBO1, Apr 18, 2023.

  1. VeXBO1

    VeXBO1

    Joined:
    Jan 29, 2022
    Posts:
    6
    Hey, I was wondering if anyone knows why this code isn't working?
    It's a 2D left and right movement script btw.
    upload_2023-4-18_20-26-11.png
     
  2. karderos

    karderos

    Joined:
    Mar 28, 2023
    Posts:
    376
    first change getkeydown to getkey

    then check if movespeed is not 0

    this code has other problems but theres no point for me to elaborate further

    if it doesnt work you should watch a tutorial for movement
     
  3. VeXBO1

    VeXBO1

    Joined:
    Jan 29, 2022
    Posts:
    6
    It didn't work sadly :c
    Thank you for the consideration though
     
  4. jbnlwilliams1

    jbnlwilliams1

    Joined:
    May 21, 2019
    Posts:
    267
    Your code is in the Start() method, so it only happens once, move it to the Update() method. Karderos is correct though, you should view a tutorial, look on youtube.
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,756
    Photographs of code are not a thing. If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    If the above obvious steps listed by JBNL and Kard didn't work for you, 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.
     
  6. VeXBO1

    VeXBO1

    Joined:
    Jan 29, 2022
    Posts:
    6
    Omg thank you, that'll explain everything, I can't believe I didn't notice that
    Again thanks a million
     
  7. jbnlwilliams1

    jbnlwilliams1

    Joined:
    May 21, 2019
    Posts:
    267
    Also, follow Kurts advise closely.
     
    Kurt-Dekker likes this.