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Bug The enemy teleports between two points

Discussion in '2D' started by ks1an, Mar 25, 2023.

  1. ks1an

    ks1an

    Joined:
    Mar 8, 2021
    Posts:
    3
    Hello! I have an error. My enemy quickly teleports between 2 points. I'm assuming it's a violation bug with the move-to-player script. He can exit the state of "endless teleportation" in unclear conditions. In the inspector, you can detect a rapid change in agent.x, speed.x, international center of mass.x

    The script is on the enemy
    Code (CSharp):
    1.  
    2. using Pathfinding;
    3. using UnityEngine;
    4.  
    5. public float movementSpeed = 10f;
    6.  
    7. private Path _path;
    8. private int _currentWaypoint = 0;
    9.  
    10. private void PathFollow()
    11.     {
    12.         if (_path == null)
    13.         {
    14.             return;
    15.         }
    16.  
    17.         // Reached end of path
    18.         if (_currentWaypoint >= _path.vectorPath.Count)
    19.         {
    20.             return;
    21.         }
    22.  
    23.         // Direction Calculation
    24.         Vector2 direction = ((Vector2)_path.vectorPath[_currentWaypoint] - rb.position).normalized;
    25.  
    26.         // Movement. I think the bug is in this part of the code
    27.         rb.AddForce(Vector2.right * direction, ForceMode2D.Impulse);
    28.         if (rb.velocity.x > movementSpeed)
    29.         {
    30.             rb.velocity = new Vector2(movementSpeed, rb.velocity.y);
    31.         }
    32.         else if (rb.velocity.x < movementSpeed * (-1))
    33.         {
    34.             rb.velocity = new Vector2(movementSpeed * (-1), rb.velocity.y);
    35.         }
    36.  
    37.         // Next Waypoint
    38.         float distance = Vector2.Distance(rb.position, _path.vectorPath[_currentWaypoint]);
    39.         if (distance < nextWaypointDistance)
    40.         {
    41.             _currentWaypoint++;
    42.         }
    43.  
    44.         // Direction Graphics Handling
    45.         if (directionLookEnabled)
    46.         {
    47.             if (rb.velocity.x > 0.05f)
    48.             {
    49.                 transform.localScale = new Vector3(-1f * Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
    50.             }
    51.             else if (rb.velocity.x < -0.05f)
    52.             {
    53.                 transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
    54.             }
    55.         }
    56.     }


    Sorry for my English. I basically used a translator to write this text.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,752
    We're not going to watch a video and try to read your error. You can do that all by yourself. Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.

    Beyond that, here is how to debug:

    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.

    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.