help with Time.deltaTime

When I don’t use Time.deltaTime, my character moves freely, but when I put it on it walks and runs in place and doesn’t jump. The following is from a tutorial on YouTube by IheartGameDev so please do not ask me why things are used the way they are. My main problem is trying to get the jump animation to work like the walking and running do. To try and fix this I take off TdT and the character moves around the screen and lifts in the air but “jump” doesn’t animate, so I put TdT back in the code to see if this might fix this, but like I said the character just runs and walks in place and barely makes a gesture like it’s jumping. Please do not respond if your only answer is to google it, because I have exhausted that option. Thank you.

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

public class AnimationAndMovementController : MonoBehaviour
{

    PlayerInput playerInput;
    CharacterController characterController;
    Animator animator;


    int isWalkingHash;
    int isRunningHash;

    Vector2 currentMovementInput;
    Vector3 currentMovement;
    Vector3 currentRunMovement;
    bool isMovementPressed;
    bool isRunPressed;

    float rotationFactorPerFrame = 15.0f;
    float runMultiplier = 3.0f;
    int zero = 0;
    float gravity = -9.8f;
    float groundedGravity = -.05f;

    bool isJumpPressed = false;
    float initialJumpVelocity;
    float maxJumpHeight = 4.0f;
    float maxJumpTime = .75f;
    bool isJumping = false;
    int isJumpingHash;
    bool isJumpAnimating = false;

    void Awake()
    {
        playerInput = new PlayerInput();
        characterController = GetComponent<CharacterController>();
        animator = GetComponent<Animator>();

        isWalkingHash = Animator.StringToHash("isWalking");
        isRunningHash = Animator.StringToHash("isRunning");
        isJumpingHash = Animator.StringToHash("isJumping");

        playerInput.CharacterControls.Move.started += onMovementInput;
        playerInput.CharacterControls.Move.canceled += onMovementInput;
        playerInput.CharacterControls.Move.performed += onMovementInput;
        playerInput.CharacterControls.Run.started += onRun;
        playerInput.CharacterControls.Run.canceled += onRun;
        playerInput.CharacterControls.Jump.started += onJump;
        playerInput.CharacterControls.Jump.canceled += onJump;

        setupJumpVariables();
    }

    void setupJumpVariables()
    {
        float timeToApex = maxJumpTime / 2;
        gravity = (-2 * maxJumpHeight) / Mathf.Pow(timeToApex, 2);
        initialJumpVelocity = (2 * maxJumpHeight) / timeToApex;
    }

    void handleJump()
    {
        if (!isJumping && characterController.isGrounded && isJumpPressed)
        {
            animator.SetBool("isJumpingHash", true);
            isJumpAnimating = true;
            isJumping = true;
            currentMovement.y = initialJumpVelocity * 1.5f;
            currentRunMovement.y = initialJumpVelocity * 1.5f;
        }
        else if (!isJumpPressed && isJumping && characterController.isGrounded)
        {
            isJumping = false;
        }
    }

    void onJump(InputAction.CallbackContext context)
    {
        isJumpPressed = context.ReadValueAsButton();
        Debug.Log(isJumpPressed);
    }

    void onRun(InputAction.CallbackContext context)
    {
        isRunPressed = context.ReadValueAsButton();
    }

    void handleRotation()
    {
        Vector3 positionToLookAt;

        positionToLookAt.x = currentMovement.x;
        positionToLookAt.y = 0.0f;
        positionToLookAt.z = currentMovement.z;
        Quaternion currentRotation = transform.rotation;



        if (isMovementPressed)
        {
            Quaternion targetRotation = Quaternion.LookRotation(positionToLookAt);
            transform.rotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame);
        }
    }

    void onMovementInput(InputAction.CallbackContext context)
    {
        currentMovementInput = context.ReadValue<Vector2>();
        currentMovement.x = currentMovementInput.x;
        currentMovement.z = currentMovementInput.y;
        currentRunMovement.x = currentMovementInput.x * runMultiplier;
        currentRunMovement.z = currentMovementInput.y * runMultiplier;
        isMovementPressed = currentMovementInput.x != 0 || currentMovementInput.y != 0;
    }

    void handleAnimation()
    {
        bool isWalking = animator.GetBool(isWalkingHash);
        bool isRunning = animator.GetBool(isRunningHash);

        if (isMovementPressed && !isWalking)
        {
            animator.SetBool(isWalkingHash, true);
        }

        else if (!isMovementPressed && isWalking)
        {
            animator.SetBool(isWalkingHash, false);
        }

        if ((isMovementPressed && isRunPressed) && !isRunning)
        {
            animator.SetBool(isRunningHash, true);
        }

        else if ((!isMovementPressed || !isRunPressed) && isRunning)
        {
            animator.SetBool(isRunningHash, false);
        }
    }

    void handleGravity()
    {
        bool isFalling = currentMovement.y <= 0.0f || !isJumpPressed;
        float fallMultiplier = 2.0f;

        if (characterController.isGrounded) {
            if (isJumpAnimating) {
               animator.SetBool("isJumpingHash", false);  
               isJumpAnimating = false;
            }
            currentMovement.y = groundedGravity * Time.deltaTime;
            currentRunMovement.y = groundedGravity * Time.deltaTime;
        }else if (isFalling) {
           float previousYVelocity = currentMovement.y;
           float newYVelocity = currentMovement.y + (gravity * fallMultiplier * Time.deltaTime);
           float nextYVelocity = (previousYVelocity + newYVelocity) * .5f;
           currentMovement.y = nextYVelocity;
           currentRunMovement.y = nextYVelocity;
           
       
        } else {
            float previousYVelocity = currentMovement.y;
            float newYVelocity = currentMovement.y + (gravity);
            float nextYVelocity = (previousYVelocity + newYVelocity) * .5f;
            currentMovement.y = nextYVelocity;
            currentRunMovement.y = nextYVelocity;
        }
    }

    // Update is called once per frame
    void Update()
    {
        handleRotation();
        handleAnimation();

        if (isRunPressed)
        {
            characterController.Move(currentRunMovement * Time.deltaTime);
        }
        else
        {
            characterController.Move(currentMovement * Time.deltaTime);
        }
        handleGravity();
        handleJump();
    }

    void OnEnable()
    {
        playerInput.CharacterControls.Enable();
    }

    void OnDisable()
    {
        playerInput.CharacterControls.Disable();
    }
}

Sure, they come on to tell me that I’m cross posting and “necro” whatever that means. I want help, and all they do is critique. I’m just trying to get help.

I posted on a different thread because it’s what came up on google search, then after I posted it I realized the last response was in 2016, so I came here to post a new thread. I tried to delete it on the other thread, but it seems locked. If you’re not offering help then don’t bother responding.

You keep doing this and then wondering why people don’t respond to you, such as here:

error CS1061

and here:

https://discussions.unity.com/t/845303/3

So set your emotional outbursts aside and realize that we’re all trying to help you and we expect you to act like an adult, not a spoiled child.

If you did Step #2 (understand EVERYTHING about the tutorial) then this wouldn’t be an issue.

if you are attempting to modify a 200+ line character controller while simultaneously defiantly refusing to learn how it works internally, I’m not really sure what anyone can help you with.

Again, just like the last times I replied to you:

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

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!™

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

NOTE: It may be you did the tutorial incorrectly, so go back and check.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.
Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors…

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

1 Like

Increase your players speed or speed multiplier or whatever variable you use. * Time.Deltatime creates small numbers