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My Character is Not Moving

Discussion in 'Scripting' started by luckygolden_, May 1, 2022.

  1. luckygolden_

    luckygolden_

    Joined:
    Sep 30, 2021
    Posts:
    7
    I have a Basic Character script that controls the animation, rendering, and movement of the character. The animation and rendering works fine, but the character refuses to move. What can I do?

    Version: 2021.3.0f1
    Type: Universal Render Pipeline

    Code (CSharp):
    1. namespace Common.Scripts
    2. {
    3.     public class BasicCharacter : MonoBehaviour
    4.     {
    5.         #region Constants
    6.  
    7.         private static readonly int WALK_PROPERTY = Animator.StringToHash("Walk");
    8.  
    9.         #endregion
    10.  
    11.  
    12.         #region Inspector
    13.  
    14.         [SerializeField]
    15.         private float speed = 2f;
    16.  
    17.         [Header("Relations")]
    18.         [SerializeField]
    19.         private Animator animator = null;
    20.  
    21.         [SerializeField]
    22.         private Rigidbody physicsBody = null;
    23.  
    24.         [SerializeField]
    25.         private SpriteRenderer spriteRenderer = null;
    26.  
    27.         #endregion
    28.  
    29.  
    30.         #region Fields
    31.  
    32.         private Vector3 _movement;
    33.         private manageJoystick _joystick;
    34.         private float inputX;
    35.         private float inputY;
    36.  
    37.         #endregion
    38.  
    39.  
    40.         #region MonoBehaviour
    41.  
    42.         void Update()
    43.         {
    44.             inputX = Input.GetAxis("Horizontal");
    45.             inputY = Input.GetAxis("Vertical");
    46.             //Walk
    47.             if (inputX == 0 && inputY == 0)
    48.             {
    49.                 animator.SetBool("Walk", false);
    50.             }
    51.             else
    52.             {
    53.                 animator.SetBool("Walk", true);
    54.             }
    55.             //Transform
    56.             if (inputX < 0)
    57.             {
    58.                 spriteRenderer.flipX = true;
    59.             }
    60.             else
    61.             {
    62.                 spriteRenderer.flipX = false;
    63.             }
    64.             _movement = new Vector3(inputX, 0, inputY).normalized;
    65.         }
    66.  
    67.         private void FixedUpdate()
    68.         {
    69.             physicsBody.velocity= _movement * speed;
    70.         }
    71.  
    72.         #endregion
    73.     }
    74. }
     
  2. Yoreki

    Yoreki

    Joined:
    Apr 10, 2019
    Posts:
    2,590
    Debug it. Gather new information about your problem, for example by printing relevant informations with Debug.Log(). Find out if the script is even executed. Whether the variables contain what you think they should. Somewhere along the lines something wont be what you think it should be.
     
  3. luckygolden_

    luckygolden_

    Joined:
    Sep 30, 2021
    Posts:
    7
    I have debugged it and both _movement and physicsBody.velocity returns a value. I have previously tested inputX and inputY, and that one is running too.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    Show me the Debug.Log() line of code (copy and paste it here) along with a screencap of the console output when you run it.

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

    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
     
  5. PraetorBlue

    PraetorBlue

    Joined:
    Dec 13, 2012
    Posts:
    7,735
    Good chance the animator is the problem. Try disabling the animator temporarily and see if that changes things.
     
    Last edited: May 1, 2022