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Resolved What happened here? Is it a bug or what?

Discussion in '2D' started by unity_16867F29A6AFEE08643E, May 7, 2022.

  1. unity_16867F29A6AFEE08643E

    unity_16867F29A6AFEE08643E

    Joined:
    Mar 3, 2022
    Posts:
    18


    Why there is one frame played each time the animation fall (between jump -> fall)
    It basically works fine before, then after I add the glide animation it suddenly has this bug...

    Condition:
    1. If the player running then jump, then fall, the first frame of the "running" animation played one frame
    2. If the player Idle then jump, then fall, the first frame of the "Idle" animation played one frame

    I don't know what to look in google? does anyone have a solution? I believe there is no problem with the coding because it worked smoothly before...
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    Check your animation / animator setup is correct. When the condition you want to check is about to happen, put a Debug.Break() in the code. This will pause the editor.

    Now use the single-step in the editor, while watching the animator states and properties and make sure it is doing what you want.

    Alternately, press play and hand-manipulate the animator properties and make sure they do what you want.

    Until you do that, don't even bother with the code.

    Once you do the above and are happy it is correct, now go debugging the code.

    You must find a way to get the information you need in order to reason about what the problem is.

    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.

    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/

    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
     
  3. unity_16867F29A6AFEE08643E

    unity_16867F29A6AFEE08643E

    Joined:
    Mar 3, 2022
    Posts:
    18
    Simply thanks, i just change this " else if (rb.velocity.y < -.05f)" and it fixed all the problem... btw it's a new knowledge for me about that Debug.Break... Thank you so much
     
    Kurt-Dekker likes this.