How to prevent the character from sliding while attacking and moving in Unity?

Hello everybody,
I have successfully done the first part. The character takes the key and goes through the locked door to the second section. But while designing the second part, my character slips while attacking. How to prevent the character from sliding while attacking and moving in Unity? Do I need a setting related to the basic layers or do I need a change in the scripts? Anyone know the solution?
Thanks… :slight_smile:

Here are the codes…

Here is my Score script:

using TMPro;
using UnityEngine;
public class Score : MonoBehaviour
{
    [SerializeField]
    public int score;
    public TextMeshProUGUI scoreUI;

    // Update is called once per frame
    void Update()
    {
        scoreUI.text = score.ToString();
    }
    void OnCollisionEnter2D(Collision2D other)
    {
        UnityEngine.Debug.Log("Collider is Working");
        if (other.gameObject.tag == "altin")
        {
            score += 10;
        }
        else if (other.gameObject.tag == "gumus")
        {
            score += 5;
        }
        else if(other.gameObject.tag == "bronz")
        {
            score += 2;
        }
    }
}

Here is my Kapi(Door) Script

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

public class Kapi: MonoBehaviour
{
    [SerializeField]
    private GameObject anahtarVar;
   
    [SerializeField]
    private GameObject kapiAcik;
   
    [SerializeField]
    private AudioSource kapiKilitliSes;
   
    [SerializeField]
    private AudioSource kapiAcikSes;
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.tag == "Player" && anahtarVar.activeSelf)
        {
            kapiAcik.SetActive(true);
            other.gameObject.SetActive(false);
            kapiAcikSes.Play();
            SceneManager.LoadScene(1);
        }
        else if(other.gameObject.tag == "Player")
        {
            kapiKilitliSes.Play();
        }
    }  
}

And here is my Player script:

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

public class Player : MonoBehaviour
{
    private Rigidbody2D myRigidbody;
    private Animator myAnimator;
  
    [SerializeField]
    private GameObject anahtarVar;
   
    [SerializeField]
    private float hiz;
    private bool sagaBak;
   
    [SerializeField]
    private AudioSource coinSes;
   
    [SerializeField]
    private AudioSource anahtarSes;

    private bool atak;
    // Start is called before the first frame update
    void Start()
    {
        sagaBak = true;
        myRigidbody = GetComponent<Rigidbody2D>();
        myAnimator = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        Kontroller();
    }

    void  FixedUpdate()
    {
        float yatay = Input.GetAxis("Horizontal");
        TemelHareketler(yatay);
        YonCevir(yatay);
        AtakHareketleri();
        DegerleriResetle();
    }
   
    private void TemelHareketler(float yatay)
    {
        if (!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("atak"))
        {
            myRigidbody.velocity = new Vector2(yatay * hiz, myRigidbody.velocity.y);
        }
        myAnimator.SetFloat("karakterHizi", Mathf.Abs(yatay));
    }
    private void AtakHareketleri()
    {
        if (atak && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("atak"))
            {
            myAnimator.SetTrigger("atak");
            myRigidbody.velocity = Vector2.zero;
            }
    }
    private void Kontroller()
    {
        if (Input.GetKeyDown(KeyCode.T))
        {
            atak = true;   
        }
    }
    private void YonCevir(float yatay)
    {
        if (yatay > 0 && !sagaBak || yatay < 0 && sagaBak)
        {
            sagaBak = !sagaBak;
            Vector3 yon = transform.localScale;
            yon.x *= -1;
            transform.localScale = yon;
        }
    }
    void OnCollisionEnter2D(Collision2D other)
    {
        if (other.gameObject.tag == ("altin"))
        {
            other.gameObject.SetActive(false);
            coinSes.Play();
        }
        else if (other.gameObject.tag == ("gumus"))
        {
            other.gameObject.SetActive(false);
            coinSes.Play();
        }
        else if (other.gameObject.tag == ("bronz"))
        {
            other.gameObject.SetActive(false);
            coinSes.Play();
        }
        if (other.gameObject.tag == ("anahtar"))
        {
            other.gameObject.SetActive(false);
            anahtarVar.SetActive(true);
            anahtarSes.Play();
        }
    }
    private void DegerleriResetle()
    {
        atak = false;
    }
}

The character will appear to slide anytime their leg / foot motion animation does not sync perfectly to their motion relative to the ground. This includes turning, strafing, etc.

Bringing the two into alignment will require you to identify what causes the divergence in the first place, then reason about ways to prevent the divergence while maintaining the desired behavior.

For instance one solution is to pin the player in place by explicitly controlling their position through code, but obviously this has other cascading implications to gameplay.

Beyond that,

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 for iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

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.

If your problem is with OnCollision-type functions, print the name of what is passed in!

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:

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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