Code doesn’t care about art.
Excellent! What you want to do when learning is to strip out and simplify your problem space.
Put a single floor down, put your guy in there and start working on why the jumping is buggy. Or if that’s not enough to show the buggy-ness ,make the minimum level required to show the bugginess.
Once you have done that, time to start learning about how your code is actually running. This sounds hard but it isn’t, and the process will open up new folds in your brain you never knew you had.
This is my standard blurb to get started on the easiest way to understand your program, once you have done the steps above and simplified everything:
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
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.
You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene
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.
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://discussions.unity.com/t/839300/3