Jump works but the bool to check it not

Oi! eu novo na unidade final eu ainda estou atualizando tanto faz.

Tenho um código para tirar meu char jump, e o jump funciona, mas algumas vezes ele não passa o valor true do meu bool que valida se é true.

 if(Input.GetButtonDown("Jump") && coyoteTimeCounter > 0)
        {
            rb.velocity = Vector2.up * jumpSpeed;
            isJump = true;
        }
        if(Input.GetButtonDown("Jump") && coyoteTimeCounter < 0 && maxJump > 0)
        {
            rb.velocity = Vector2.up * jumpSpeed;
            maxJump--;
        }[/código]

Hey! I’m new to the final unit I’m still updating whatever.
I have a code to take my char jump, and the jump works, but sometimes it doesn’t pass the true value of my bool that validates if it’s true.

(Note: this is an English-speaking forum)

You must find a way to get the information you need in order to reason about what the problem is.

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.

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

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:

1 Like

Thaks for you help, i try do this, and sorry about the language, i’m I wrote in english, but my browser must have auto translated, and i not see he send in portuguese, I will be more careful in next time

1 Like

On debugs i can see the problem, what happen is another code to get a coyote time, and i’m work to fix this now.
I wanna thank you again from your help.

You are very welcome!

You are also welcome to check out my coyote-time and jump-pre-buffering demo.

https://www.youtube.com/watch?v=1Xs5ncBgf1M

Full source listed in the Youtube comments.

proximity_buttons is presently hosted at these locations:

https://bitbucket.org/kurtdekker/proximity_buttons

https://github.com/kurtdekker/proximity_buttons

https://gitlab.com/kurtdekker/proximity_buttons

https://sourceforge.net/projects/proximity-buttons/