Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question My player is not moving at all

Discussion in 'Editor & General Support' started by GGGamesXDlol, Aug 17, 2023.

  1. GGGamesXDlol

    GGGamesXDlol

    Joined:
    Feb 16, 2021
    Posts:
    3
    I made a script to move the player, my intention is to made a slippery movement like in ice, it used to work, but one day I opened the editor and didn't work for some reason, the only fixes i've been able to discover created an awful movement.
    Code (CSharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5.  
    6. public class PlayerController : MonoBehaviour
    7. {
    8.     Rigidbody rb;
    9.     [SerializeField] float speed;
    10.     [SerializeField] Vector2 rawMovement;
    11.     [SerializeField] Vector3 movement;
    12.     [SerializeField] Vector3 DEBUG_velocity;
    13.  
    14.     // Start is called before the first frame update
    15.     void Start()
    16.     {
    17.         rb = GetComponent<Rigidbody>();
    18.     }
    19.  
    20.     // Update is called once per frame
    21.     void Update()
    22.     {
    23.         rawMovement = new Vector2(InputManager.Instace.GetNormalMovement().x, InputManager.Instace.GetNormalMovement().y);
    24.         movement = new Vector3(rawMovement.x * speed, 0, rawMovement.y * speed);
    25.         rb.AddForce(movement);
    26.         DEBUG_velocity = rb.velocity;
    27.     }
    28. }
    29.  
    Images:
    upload_2023-8-17_16-45-16.png
    upload_2023-8-17_16-45-24.png

    Click here for video

    EDIT: I tried moving the AddForce() to FixedUpdate() but didn't work
     
    Last edited: Aug 22, 2023
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    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.

    ^ ^ ^ You don't have to live like this.

    PROPERLY CONFIGURING AND USING ENTERPRISE SOURCE CONTROL

    I'm sorry you've had this issue. Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

    Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

    You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

    As far as configuring Unity to play nice with git, keep this in mind:

    https://forum.unity.com/threads/prefab-links-keep-getting-dumped-on-git-pull.646600/#post-7142306

    I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.

    Here is how I use git in one of my games, Jetpack Kurt:

    https://forum.unity.com/threads/2-steps-backwards.965048/#post-6282497

    Using fine-grained source control as you work to refine your engineering:

    https://forum.unity.com/threads/whe...grammer-example-in-text.1048739/#post-6783740

    Share/Sharing source code between projects:

    https://forum.unity.com/threads/your-techniques-to-share-code-between-projects.575959/#post-3835837

    Setting up an appropriate .gitignore file for Unity3D:

    https://forum.unity.com/threads/removing-il2cpp_cache-from-project.1084607/#post-6997067

    Generally the ONLY folders you should ever source control are:

    Assets/
    ProjectSettings/
    Packages/

    NEVER source control Library/ or Temp/ or Logs/
    NEVER source control anything from Visual Studio (.vs, .csproj, none of that noise)

    Setting git up with Unity (includes above .gitignore concepts):

    https://thoughtbot.com/blog/how-to-git-with-unity

    It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It's simply ridiculous not to back up.

    If you plan on joining the software industry, you will be required and expected to know how to use source control.

    "Use source control or you will be really sad sooner or later." - StarManta on the Unity3D forum boards
     
  3. GGGamesXDlol

    GGGamesXDlol

    Joined:
    Feb 16, 2021
    Posts:
    3
    I know that debuging exists and how to use it, but that doesn't help because all my code is in Start() and Update(), the code is running because if I increase the speed the velocity increases too, it's an strange bug I don't know how to fix.
    I think I'll ask in stack overflow.
     
  4. GGGamesXDlol

    GGGamesXDlol

    Joined:
    Feb 16, 2021
    Posts:
    3
    Ok, I managed to find the error, I had to ask in unity's discord. Turns out it was the object called "CameraLimits" it had a box collider and the player was inside it.
     
    Kurt-Dekker likes this.