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Player keeps gettings stuck on game object in 2D tile based scene.

Discussion in '2D' started by dkrusenstrahle, Dec 7, 2022.

  1. dkrusenstrahle

    dkrusenstrahle

    Joined:
    Aug 29, 2021
    Posts:
    1
    Hello,

    I am creating a 2D grid based game. I am using Tile maps for background (one grid and two tile maps).
    On the first tile map I have the background (like grass) and on the second one I have things I add, like a hole in the ground. Now I add game objects to the scene (a sprite tree). I have two BoxCollider2D on the tree, first one is just a small one at the bottom of the tree and the other one covers the whole tree but is set as trigger (I have a script that automatically fades out the tree when user is behind it).

    The problem is that the user keeps getting stuck at the collider (I think) at the bottom of the tree. It works from some angles. I tried creating a small 2D square too and sometimes I get stuck to that too. What am I missing?

    I have added a custom material that has friction set to 0 on both the Player and the tree.

    I don't know if it is relevant but the tree is quite big so I had to set its size to 0.5 instead of 1.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,752
    Well time to make sure, otherwise you're just chasing ghosts.

    Start the game, destroy EVERYTHING except that tree. Does the player get snagged on the tree?

    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.