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Bug Why doesnt my character go left with this code

Discussion in 'Editor & General Support' started by WillDaBest9671, Jul 3, 2022.

  1. WillDaBest9671

    WillDaBest9671

    Joined:
    Jul 2, 2022
    Posts:
    6
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class PlayerController2 : MonoBehaviour
    6. {
    7.     //variable for speed
    8.     public float speed2;
    9.     // Start is called before the first frame update
    10.     void Start()
    11.     {
    12.        
    13.     }
    14.  
    15.     // Update is called once per frame
    16.     void Update()
    17.     {
    18.         //if left arrow pressed it goes left
    19.         if (Input.GetKeyDown(KeyCode.LeftArrow))
    20.         transform.Translate(Vector3.left*Time.deltaTime*speed2);
    21.        
    22.     }
    23. }
    24.  
    i want my character to go left in a 2d environment and when i tried running the game and pressing left arrow nothing happened
    There are also no error messages
    And it recognise i pressed left arrow but it does nothing to the character
     
  2. BABIA_GameStudio

    BABIA_GameStudio

    Joined:
    Mar 31, 2020
    Posts:
    497
    Have you set
    speed2
    with a value in your inspector? If not, it will be zero and therefore anything multiplied by 0 will be 0.
     
  3. Luemus

    Luemus

    Joined:
    May 20, 2013
    Posts:
    107
    GetKeyDown
    only works once, try using
    GetKey
    instead.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,522
    As I posted to you before, 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
     
  5. WillDaBest9671

    WillDaBest9671

    Joined:
    Jul 2, 2022
    Posts:
    6
    Thanks your method worked