Can't get input from keyboard while holding another button and going vertical

Let me get into the problem.
When I hold "dash" button, it's function works in everywhere.
But when I press "jump" button while holding "dash" in keyboard going vertical, I can't jump.
When I press "jump" button while holding "dash" in controller, I can jump everywhere.
Here's the code if someone's going to solve it:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float Speed;
    public float rotationSpeed;
    public float jumpSpeed;
    public float jumpButtonGP;

    private Animator animator;
    private CharacterController charController;
    private float ySpeed;
    private float ogStepOffset;
    private float? lastGT;
    private float? jumpButtonPT;
    private float startTimeSpeed = 0f;
    private float holdTimeSpeed = 3.0f;

    void Start()
    {
        animator = GetComponent<Animator>();
        charController = GetComponent<CharacterController>();
        ogStepOffset = charController.stepOffset;
    }


    void Update()
    {
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");

        Vector3 moveDir = new Vector3(horizontalInput, 0, verticalInput);
        float magnitude = Mathf.Clamp01(moveDir.magnitude) * Speed;
        moveDir.Normalize();

        ySpeed += Physics.gravity.y * Time.deltaTime;

        if (charController.isGrounded)
        {
            lastGT = Time.time;
        }

        if (Input.GetButton("Dash"))
        {
            animator.SetBool("isRunning", true);

            if (Input.GetButtonDown("Dash"))
            {
                Speed = 6;
                startTimeSpeed = Time.time;
            }

            if (startTimeSpeed + holdTimeSpeed <= Time.time)
            {
                animator.SetBool("isDashing", true);
                Speed = 9;
            }
        }
        else
        {
            animator.SetBool("isRunning", false);
            animator.SetBool("isDashing", false);
            Speed = 3;
        }

        if (Input.GetButton("Jump"))
        {
            jumpButtonPT = Time.time;
            Debug.Log("I got space!");
        }

        if (Time.time - lastGT <= jumpButtonGP)
        {
            charController.stepOffset = ogStepOffset;
            ySpeed = -0.5f;

            if (Time.time - jumpButtonPT <= jumpButtonGP)
            {
                ySpeed = jumpSpeed;
                jumpButtonPT = null;
                lastGT = null;
            }
        }
        else
        {
            charController.stepOffset = 0;
        }

        Vector3 velocity = moveDir * magnitude;
        velocity.y = ySpeed;

        charController.Move(velocity * Time.deltaTime);

        if (moveDir != Vector3.zero)
        {
            animator.SetBool("isWalking", true);
            Quaternion toRotation = Quaternion.LookRotation(moveDir, Vector3.up);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
        }
        else
        {
            animator.SetBool("isWalking", false);
            animator.SetBool("isRunning", false);
            animator.SetBool("isDashing", false);
        }
    }
}

It could be this effect in play:

https://en.wikipedia.org/wiki/Rollover_(key)

Write some code and PROVE that it is (or is not) rollover.

If it is NOT key rollover, then you just have a bug, and you know what that means...

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://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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://discussions.unity.com/t/839300/3

"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.

2 Likes

I’m sure it isn’t key rollover becausewhile going horizontal there is no problem.
Problem is at going vertical. While going vertical,
(with help of Debug.Log) it doesn’t get input from Space. That’s the problem but I don’t know how to solve.

In my experience it can be ANY arbitrary combination of keys that fails.

Prove that when you press the three keys you THINK are being received, they actually ARE being received.

Until you prove that you could just be chasing ghosts.

1 Like

Since you’re using the same code for both devices and one of them is functioning correctly it’s a safe bet that it’s not the code, but let’s verify that rather than assume it’s the case. Microsoft provides a website to do that just.

https://www.microsoft.com/applied-sciences/projects/anti-ghosting-demo

1 Like

Ok, thanks to everyone.
I tried my game in 2 different PC's and I didn't find any problem in second PC (which I didn't code on it).
It was the rollover! I was trying to catch a ghost for days! Thanks for mentioning the rollover thing :smile:

1 Like