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Question Why doesn't my dash code move my character forward? Everything else works on it

Discussion in 'Scripting' started by theafterwar, Apr 3, 2023.

  1. theafterwar

    theafterwar

    Joined:
    Oct 10, 2017
    Posts:
    3
    So here is my dash code
    Code (CSharp):
    1.         _canDash = false;
    2.         _isDashing = true;
    3.         float originalGravity = rBody.gravityScale;
    4.         rBody.gravityScale = 0f;
    5.         rBody.velocity = new Vector2(transform.localScale.x * _dashingVelocity, 0f);
    6.         yield return new WaitForSeconds(dashingTime);
    7.         rBody.gravityScale = originalGravity;
    8.         _isDashing = false;
    9.         yield return new WaitForSeconds(dashingCooldown);
    10.         _canDash = true;
    so I turn gravity to 0 and set the velocity on x to be multiplied by the _dashingVelocity(24f). I restore gravity and allow the player to dash again once the dash is complete. For some reason I can set the velocity on y to be * the _dashingVelocity and it will cause my player to dash vertically properly, it's just the horizontal that wont dash. I put some logs and a trail so I could see the code is executing it's just not properly pushing forward. Anyone have any ideas?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,955
    That's a good first step... sometimes with physics you will be surprised by how "sticky" something is when connected. One way is to just keep increasing the force or velocity you're using, like 2x, 5x, 10x, 100x, etc.

    That way if it never moves even when you do that you can know that you're not even connected to the thing you think you are, which is one of the most common bugs ever.

    Another thing is to make sure your Rigidbody is not going to sleep (see docs on setting sleep modes / rules).

    If that's not it, then take your current Debug.Log() efforts and go absolutely nuts with it. Like this:

    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.

    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)

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

    theafterwar

    Joined:
    Oct 10, 2017
    Posts:
    3

    awesome! thank you I"ll work through this and see what's going on and why it's not moving.