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Question Movement to animator help;

Discussion in 'Scripting' started by ITWASNTME4942, Nov 23, 2022.

  1. ITWASNTME4942

    ITWASNTME4942

    Joined:
    Oct 13, 2022
    Posts:
    2
    Hi everyone.

    I was hoping someone could help me, I'm having problems with my code where it doesn't want to play the animation for aim walking but it stutters between walking and aiming my gun.

    Code (CSharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5.  
    6. public class CharControl : MonoBehaviour
    7. {
    8.  
    9.     public GameObject thePlayer;
    10.     public bool isWalking;
    11.     public float horizontalMove;
    12.     public float verticalMove;
    13.     public int stepNum;
    14.     public bool isStepping = false;
    15.     public AudioSource footstep1;
    16.     public AudioSource footstep2;
    17.     public float walkSpeed = 2;
    18.     public float runSpeed = 4;
    19.  
    20.     void Update ()
    21.     {  
    22.          //Movement
    23.         if (Input.GetButton("Horizontal") || Input.GetButton("Vertical"))
    24.         {
    25.             thePlayer.GetComponent<Animator>().Play("Walk");
    26.             horizontalMove = Input.GetAxis("Horizontal") * Time.deltaTime * 150;
    27.             verticalMove = Input.GetAxis("Vertical") * Time.deltaTime * walkSpeed;
    28.             isWalking = true;
    29.             //Audio implementation
    30.             if (isStepping == false)
    31.             {
    32.                 StartCoroutine(RunSound());
    33.             }
    34.             transform.Rotate(0, horizontalMove, 0);
    35.             transform.Translate(0, 0, verticalMove);
    36.         }
    37.         else
    38.         {
    39.             if (FirePistol.isFiring == false)
    40.             {
    41.                 isWalking = false;
    42.             }
    43.         }
    44.        
    45.         if (Input.GetMouseButtonDown(1) && Input.GetButton("Vertical"))
    46.         {
    47.             thePlayer.GetComponent<Animator>().Play("AimWalk");
    48.         }
    49.         IEnumerator RunSound()
    50.         {
    51.             if (isWalking = true && isStepping == false)
    52.             {
    53.                 isStepping = true;
    54.                 stepNum = Random.Range(1, 3);
    55.                 if (stepNum == 1)
    56.                 {
    57.                     footstep1.Play();
    58.                 }
    59.                 else
    60.                 {
    61.                     footstep2.Play();
    62.                 }
    63.              
    64.             }
    65.             yield return new WaitForSeconds(walkSpeed /4);
    66.             isStepping = false;
    67.         }
    68.     }
    69. }
    Any help would be appreciated
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    This seems suspicious:

    Wouldn't you be interested in the GetAxis() numeric values, and then you would check their combined magnitude to decide if you animate? That's how I've seen every other tutorial and use do it.

    Either way, get those values into temporary variables so you can start printing them out and reasoning about how your code is running.

    If that's not it, welcome to debugging!!

    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 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.

    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

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. ITWASNTME4942

    ITWASNTME4942

    Joined:
    Oct 13, 2022
    Posts:
    2

    Thanks man...will have a look into it and see what I get