I took a look through what’s going on up there… I like that you have specific callouts for your stamina, such as the consumes, checks, etc.
But overall the controller is a little bit over-wrought with the coroutines and invokes. You shouldn’t really need this level of complexity for a simple 2D controller.
Both invokes and coroutines are problematic because more than one of them can be started at a time unless you take extraordinary measures to ensure (via even more bank-account-precision code) that it won’t happen, such as with “lockout” booleans.
Instead, for durations and intervals, just use a float
timer and count it down (or up) by Time.deltaTime each frame, then make decisions based on it.
If you want an example of that, download my Proximity Buttons project and see the 2D coyote jumping and jump buffering controller. This is the script:
proximity_buttons is presently hosted at these locations:
https://bitbucket.org/kurtdekker/proximity_buttons
https://github.com/kurtdekker/proximity_buttons
Generally you want to organize your code into phases like this:
- gather all the input into temporary variables
- count all your timers up or down
- filter all the input for what CAN happen (eg, if stamina is out, clear the jump, dash, etc inputs)
- decide how to process input:
→ in the air?
→ dashing?
→ walking?
That way it becomes very top-down linear, easy to reason about.
If you want to continue without refactoring to remove coroutines and invokes, then basically you’ll have to track down what’s happening in realtime via debugging.
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.