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Question Unwanted Code Delay In Car Controller

Discussion in 'Scripting' started by unity_ECD095A803223483EF8A, Apr 20, 2023.

  1. unity_ECD095A803223483EF8A

    unity_ECD095A803223483EF8A

    Joined:
    Apr 20, 2023
    Posts:
    11
    I am writing the code for the car controller. but the torque transmission function is processed with a delay. that is, if you release the gas button, the car will continue to accelerate for some time. the same situation with braking and maximum speed. no matter what I did, it was not possible to fix this delay...

    Video how it works:
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,283
    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 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)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. Homicide

    Homicide

    Joined:
    Oct 11, 2012
    Posts:
    638
    But you showed no code, only symptoms. Its real hard to help aside from random 'guesses', or, generic giant posts of 'time to debug'.
     
  4. unity_ECD095A803223483EF8A

    unity_ECD095A803223483EF8A

    Joined:
    Apr 20, 2023
    Posts:
    11
    i showed the code at the end of the video. the forum did not let me post the code, referring to spam
     
  5. Homicide

    Homicide

    Joined:
    Oct 11, 2012
    Posts:
    638
    Perhaps its the use of Mathf.Round? I just had a quick glance, that was teh only thing that stood out.
     
  6. unity_ECD095A803223483EF8A

    unity_ECD095A803223483EF8A

    Joined:
    Apr 20, 2023
    Posts:
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    i tried. rounding does not affect anything. either speed or input...
     
  7. unity_ECD095A803223483EF8A

    unity_ECD095A803223483EF8A

    Joined:
    Apr 20, 2023
    Posts:
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    I was able to partially solve the problem by entering huge values of the forward friction at the wheels, but with these values the car behaves like a toy... maybe there is something wrong with my unity. maybe I didn't install some packages. although I seem to be doing everything as before, but before, exactly the same code worked as it should...
     

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  8. BABIA_GameStudio

    BABIA_GameStudio

    Joined:
    Mar 31, 2020
    Posts:
    478
    Perhaps you should move the check of the Input.GetAxis (the first line you have in FixedUpdate) into the Update method instead of it being in FixedUpdate.
     
  9. unity_ECD095A803223483EF8A

    unity_ECD095A803223483EF8A

    Joined:
    Apr 20, 2023
    Posts:
    11
    I first of all tried to do this. it had no effect