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Question smt wrong with code(player jumps in air)

Discussion in '2D' started by Erkund, Mar 18, 2023.

  1. Erkund

    Erkund

    Joined:
    Jan 13, 2022
    Posts:
    3
    Its something wrong with my script. I checked a lot of another tutorials but it didn't help. please help me
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class Player_Controller : MonoBehaviour
    6. {
    7.     public float speed;
    8.     public float jumpForce;
    9.     private float moveInput;
    10.     private bool facingRight = true;
    11.  
    12.     private Rigidbody2D rb;
    13.  
    14.     private bool isGrounded;
    15.     public Transform feetPos;
    16.     public float checkRadius;
    17.     public LayerMask whatIsGround;
    18.  
    19.     private Animator anim;
    20.  
    21.     private void Start()
    22.     {
    23.         rb = GetComponent<Rigidbody2D>();
    24.         anim = GetComponent<Animator>();
    25.     }
    26.     private void FixedUpdate()
    27.     {
    28.         moveInput = Input.GetAxis("Horizontal");
    29.         rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
    30.         if (facingRight == false && moveInput > 0)
    31.         {
    32.             Flip();
    33.         }
    34.         else if (facingRight == true && moveInput < 0)
    35.         {
    36.             Flip();
    37.         }
    38.         if (moveInput == 0)
    39.         {
    40.             anim.SetBool("is_running", false);
    41.         }
    42.         else
    43.         {
    44.             anim.SetBool("is_running", true);
    45.         }
    46.     }
    47.     private void Update()
    48.     {
    49.         isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, whatIsGround);
    50.  
    51.         if (isGrounded == true && Input.GetKeyDown(KeyCode.Space))
    52.         {
    53.             rb.AddForce(transform.up * jumpForce, ForceMode2D.Impulse);
    54.             anim.SetBool("is_jumping", true);
    55.         }
    56.         else
    57.         {
    58.             anim.SetBool("is_jumping", false);
    59.         }
    60.     }
    61.     void Flip()
    62.     {
    63.         facingRight = !facingRight;
    64.         Vector3 Scaler = transform.localScale;
    65.         Scaler.x *= -1;
    66.         transform.localScale = Scaler;
    67.  
    68.         if(moveInput < 0)
    69.         {
    70.             transform.eulerAngles = new Vector3(0, 180, 0);
    71.         }
    72.         else if(moveInput > 0)
    73.         {
    74.             transform.eulerAngles = new Vector3(0, 0, 0);
    75.         }
    76.     }
    77. }
    78.  
     
  2. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,589
    Please put some effort into describing the problem.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,105
    Remember we cannot see your screen.

    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 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.

    Once you figure out what is happening, if you haven't solved it,
    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)

    You may edit your post above.
     
  4. Erkund

    Erkund

    Joined:
    Jan 13, 2022
    Posts:
    3
    Thank you, I'll add more information
     
  5. Erkund

    Erkund

    Joined:
    Jan 13, 2022
    Posts:
    3
    Thank you for detailed answer. I'll try to fix this with your advice but I think it might take a lot of time.