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 Script variable change

Discussion in 'Scripting' started by anilakcan3, Aug 10, 2023.

  1. anilakcan3

    anilakcan3

    Joined:
    Oct 28, 2022
    Posts:
    3
    Hi, im pretty new to unity and i wanted to make a 2d stickman that walks and jumps. But when jumping, if the what is ground variable is set to a layer, the jump force variable goes down to 0.02 when I press space.

    Here is the code:
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class PlayerController : MonoBehaviour
    6. {
    7.     [Header("Movement")]
    8.     public float movementForce;
    9.     public float jumpForce = 300f;
    10.     [Space(5)]
    11.     [Range(0f, 100f)] public float raycastDistance = 1.5f;
    12.     public LayerMask whatIsGround;
    13.  
    14.     [Header("Camera Follow")]
    15.     public Camera cam;
    16.     [Range(0f, 1f)] public float interpolation = 0.1f;
    17.     public Vector3 offset = new Vector3(0f, 2f, -10f);
    18.  
    19.     private Rigidbody2D rb;
    20.  
    21.     private void Start()
    22.     {
    23.         rb = GetComponent<Rigidbody2D>();
    24.     }
    25.  
    26.     private void FixedUpdate()
    27.     {
    28.         Movement();
    29.         Jump();
    30.         CameraFollow();
    31.     }
    32.  
    33.     private void Movement()
    34.     {
    35.         float xDir = Input.GetAxisRaw("Horizontal");
    36.         rb.velocity = new Vector2(xDir * (movementForce * Time.deltaTime), rb.velocity.y);
    37.     }
    38.  
    39.     private void Jump()
    40.     {
    41.         if (Input.GetKey(KeyCode.Space) || Input.GetKey(KeyCode.W))
    42.         {
    43.             if (isGrounded())
    44.             {
    45.                 rb.velocity = new Vector2(rb.velocity.x, jumpForce = Time.deltaTime);
    46.             }
    47.         }
    48.     }
    49.  
    50.     private bool isGrounded()
    51.     {
    52.         RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, raycastDistance, whatIsGround);
    53.         return hit.collider != null;
    54.     }
    55.  
    56.     private void CameraFollow()
    57.     {
    58.         cam.transform.position = Vector3.Lerp(cam.transform.position, transform.position + offset, interpolation);
    59.     }
    60. }
    And here is the file:
     

    Attached Files:

  2. Yoreki

    Yoreki

    Joined:
    Apr 10, 2019
    Posts:
    2,588
    That's what you are telling it to do :p
    Code (CSharp):
    1. jumpForce = Time.deltaTime
    You likely just meant to put jumpForce there.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Welcome... And here is how to debug!

    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.
     
  4. anilakcan3

    anilakcan3

    Joined:
    Oct 28, 2022
    Posts:
    3
    jumpForce = 300f);
    fixed it lol, thanks a lot
     
    Kurt-Dekker likes this.