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Question New Unity Input System breaks my previously working buffer jump

Discussion in 'Input System' started by jqui, Dec 15, 2022.

  1. jqui

    jqui

    Joined:
    Dec 3, 2022
    Posts:
    1
    I've been learning Unity for a few weeks and I had this code, working perfectly, to add coyote/hang time and jump buffering into my platformer:
    Code (CSharp):
    1.  
    2.     void Jump() {
    3.         isGrounded = boxcollider2d.IsTouchingLayers(LayerMask.GetMask("Ground"));
    4.  
    5.         if(isGrounded){
    6.             coyoteTimer = coyoteTime;
    7.         }
    8.         else {
    9.             coyoteTimer -= Time.deltaTime;
    10.         }
    11.  
    12.         if (Input.GetButtonDown("Jump")){
    13.             jumpBufferTimer = jumpBufferTime;
    14.         }
    15.         else{
    16.             jumpBufferTimer -= Time.deltaTime;
    17.         }
    18.  
    19.         if (jumpBufferTimer >= 0f && coyoteTimer > 0f){
    20.             rb2d.velocity = new Vector2(rb2d.velocity.x, jumpHeight);
    21.             jumpBufferTimer = 0f;
    22.         }
    23.  
    24.         if(Input.GetButtonUp("Jump") && rb2d.velocity.y > 0f)
    25.         {
    26.             rb2d.velocity = new Vector2(rb2d.velocity.x, rb2d.velocity.y * 0.5f);
    27.             coyoteTimer = 0;
    28.         }
    29.     }
    But when I tried to convert it over to the "newer" input system, the coyote time and jump work perfectly, but the buffer jump stops working entirely:
    Code (CSharp):
    1.  
    2. public void Jump(InputAction.CallbackContext context) {
    3.     isGrounded = boxcollider2d.IsTouchingLayers(LayerMask.GetMask("Ground"));
    4.  
    5.     if(isGrounded){
    6.         coyoteTimer = coyoteTime;
    7.     }
    8.     else {
    9.         coyoteTimer -= Time.deltaTime;
    10.     }
    11.  
    12.     if (context.performed){
    13.         jumpBufferTimer = jumpBufferTime;
    14.     }
    15.     else{
    16.         jumpBufferTimer -= Time.deltaTime;
    17.     }
    18.  
    19.     if (jumpBufferTimer >= 0f && coyoteTimer > 0f){
    20.         rb2d.velocity = new Vector2(rb2d.velocity.x, jumpHeight);
    21.         jumpBufferTimer = 0f;
    22.     }
    23.  
    24.     if(context.canceled && rb2d.velocity.y > 0f)
    25.     {
    26.         rb2d.velocity = new Vector2(rb2d.velocity.x, rb2d.velocity.y * 0.5f);
    27.         coyoteTimer = 0;
    28.     }
    29. }
    Any thoughts?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    Sounds like a bug! Here's how you can track it down and fix it:

    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/

    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)

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

    If you want some reference you're welcome to look at how I did it here:



    Full code in my proximity buttons repo:

    proximity_buttons is presently hosted at these locations:

    https://bitbucket.org/kurtdekker/proximity_buttons

    https://github.com/kurtdekker/proximity_buttons

    https://gitlab.com/kurtdekker/proximity_buttons

    https://sourceforge.net/projects/proximity-buttons/
     
    Voxelexov likes this.
  3. Voxelexov

    Voxelexov

    Joined:
    Dec 11, 2022
    Posts:
    1
    Kurt-Dekker giving out great lessons!
    When in doubt, print it out!

    You can also shove variables in there with {}

    Code (CSharp):
    1. Debug.Log($"Hello output  [{var}] ");