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Question Why doesn't my boxcast work?

Discussion in '2D' started by Marcelkress, May 30, 2023.

  1. Marcelkress

    Marcelkress

    Joined:
    Jun 4, 2022
    Posts:
    3
    I am trying to do a thing where the enemy turns around if the player gets too close behind them. I do this with a box cast but i does not work and i can't figure out why. Here's the code:
    Code (CSharp):
    1.  public bool PlayerBehind()
    2.     {
    3.         RaycastHit2D hit = Physics2D.BoxCast(boxCollider.bounds.center + transform.right * inSightRange * transform.localScale.x * colliderDistance,
    4.             new Vector2(boxCollider.bounds.size.x * inSightRange, boxCollider.size.y), 0, Vector2.left, 0, playerLayer);
    5.  
    6.         return hit.collider != null;
    7.     }
    In the Update i have this:
    Code (CSharp):
    1. if (PlayerBehind() == true)
    2.         {
    3.             Debug.Log("Turn");
    4.             DirectionChange();
    5.         }
    The debug doesn't show up either.
    The weird thing is that i am using the exact same code to check whether the player is in front of the enemy to make the enemy attack, which works. Can anyone help or do you need more info?
    Thankyou :))
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,736
    Whoa... break that puppy up!!!

    That should be about ten lines of code with temporary variables you can reason about.

    If you have more than one or two dots (.) in a single statement, you're just being mean to yourself.

    How to break down hairy lines of code:

    http://plbm.com/?p=248

    Break it up, practice social distancing in your code, one thing per line please.

    "Programming is hard enough without making it harder for ourselves." - angrypenguin on Unity3D forums

    "Combining a bunch of stuff into one line always feels satisfying, but it's always a PITA to debug." - StarManta on the Unity3D forums

    After that do some Debug.DrawRays() and see where you actually are and which direction you're going.

    And if that doesn't fix it, keep going:

    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.