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Unity Sliding and Dodge Dashing

Discussion in 'Scripting' started by Username123r, Jul 18, 2021.

  1. Username123r

    Username123r

    Joined:
    Feb 27, 2021
    Posts:
    8
    Hi. I'm pretty new to Unity and I just encountered this problem. I followed a tutorial, but for some reason my character won't slide right. Got any advice?

    Called in update function:
    Code (CSharp):
    1. if (Input.GetKeyDown(KeyCode.LeftControl))
    2.             StartCrouch();
    3. if (Input.GetKeyUp(KeyCode.LeftControl))
    4.             StopCrouch();
    Separate functions:
    Code (CSharp):
    1. void StopCrouch()
    2.     {
    3.         if (grounded)
    4.         {
    5.             transform.localScale = playerScale;
    6.             transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
    7.         }
    8.     }
    Code (CSharp):
    1. void StartCrouch()
    2.     {
    3.         if (grounded)
    4.         {
    5.             transform.localScale = crouchScale;
    6.             transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z);
    7.             if (sprint && rb.velocity.magnitude > 0.5f) {
    8.                 rb.AddForce(transform.forward * slide, ForceMode.VelocityChange);
    9.             }
    10.         }
    11.     }
    Also, does anyone know how to make a rigidbody do a dodge jump because I watched some videos, and they didn't really work.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    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 put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    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.

    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

    I would imagine combining ideas from videos and adapting them to your particular game needs would be a good approach to try...

    ... pretty much like anything in game engineering!
     
    Username123r likes this.