My charecter suddenly stops moving

I used AddForce in my movement script for the player movement but when I play the game at first my player is moving but then He stops. I noticed that when this happens the Rigidbody velocity at X is decreased to 0.
I’ll paste the whole script here because I’m not sure what makes this happen but the movement itself happens in lines 91-99(The left movement doesn’t work yet so ignore it):

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

public class PlayerScript : MonoBehaviour
{
   public bool IsFacingRight = true;
    public bool IsMoving;
    public bool IsOnGround;
    public bool IsCurrentPlayer;
    public bool DeafultKey = true;
    public KeyCode KYBLeft;
    public KeyCode KYBRight;
    public KeyCode KYBJump;
    public KeyCode KYBFireBall;
    Rigidbody2D rigidbody2;
   
    Animator Animator;
    float MaxSpeed = 30;
    float Speed;
    float accelaration = 4f;
    public float JumpForce = 10;
    public int serialNumber;
    string AnimIsRight = "IsFacingRight";
    string AnimIsMoving = "IsMoving";
    string AnimIsOnGround = "IsOnGround";
    public GameObject LinkedFlame;
    public Vector2 _moveInput;


    private void Awake()
    {
        serialNumber = Random.Range(0, 999999999);
    }

    // Start is called before the first frame update
    void Start()
    {
        Animator = GetComponent<Animator>();
        if (DeafultKey)
        {
            KYBLeft = KeyCode.A;
            KYBRight = KeyCode.D;
            KYBJump = KeyCode.Space;
            KYBFireBall = KeyCode.F;
        }
        rigidbody2 = GetComponent<Rigidbody2D>();
       

       
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) && IsOnGround && IsCurrentPlayer)
        {
            IsOnGround = false;
            rigidbody2.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
        }

        _moveInput.x = Input.GetAxisRaw("Horizontal");


    }

    private void FixedUpdate()
    {
        if (IsCurrentPlayer)
        {
            Controls();
        }
        else
        {
            PlayerAnimation(IsMoving, IsFacingRight, IsOnGround);
        }

        if (!IsCurrentPlayer)
        {
           
        }
        rigidbody2.constraints = RigidbodyConstraints2D.FreezePositionX;
        rigidbody2.constraints = RigidbodyConstraints2D.FreezeRotation;
    }

    void Controls()
    {

        Speed = _moveInput.x * MaxSpeed;

        if (Input.GetKey(KYBRight))
        {
            IsFacingRight = true;
            IsMoving = true;
            float SpeedDif = Speed - rigidbody2.velocity.x;
            float movement = SpeedDif * accelaration;
            
            rigidbody2.AddForce(movement * Vector2.right);
            print(movement);
           
        }
        else if (Input.GetKey(KYBLeft))
        {
            IsFacingRight= false;
            IsMoving = true;
            //transform.Translate(Vector2.left * speed);
           
        }
        else
        {
            IsMoving = false;
           
        }

       
        PlayerAnimation(IsMoving, IsFacingRight, IsOnGround);
    }

    void PlayerAnimation(bool Move, bool FRight, bool OGround)
    {
        Animator.SetBool(AnimIsMoving, Move);
        Animator.SetBool(AnimIsRight, FRight);
        Animator.SetBool(AnimIsOnGround, OGround);
    }


    private void OnTriggerStay2D(Collider2D collision)
    {
        IsOnGround = true;
    }








}

Wow, if you’re not sure, imagine how WE feel! :slight_smile:

Time to you 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 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

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!™

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

I actually thought at first that my movement variable (which I multiply by Vector.right) changes to zero but when I checked that it showed that the movement never turns zero but the opposite it increases to its full potential. so when the velocity decreases the overall movement which I multiply by speed the sprite moves, but when the velocity is zero and the speed * acceleration maxes its potential (the acceleration is 4 and the max speed is 30) it isn’t moving. even though the AddForce has bigger numbers than what he had before

Don’t poll for input in FixedUpdate. Check in Update instead. Not sure if that’s your problem here specifically, but that could cause problems with input responsiveness.

Line 82 constrains X movement.

Line 83 REPLACES that constraint with a rotational constraint.

If you want to add those two constraints you must use a logical OR to bring them together.

Ideally just set that stuff in the inspector window.

I’m guessing at least part of your problem may be related to the transient setting of X movement constraint.

I put the input checks at fixed update because when they were in update if they collided with another object the collision and movement made them act buggy, and when I searched about that in google the forum said to put the if checks at FixedUpdate to make it smooth. but it was with the old movement system so idk if it would still act like that

I tried to lock the characters X location when they switched between them (there were several characters and the player could switch between them) but then they started rotating so I locked the rotation through the script, I didn’t know that the constraints replaced each other instead of piling up.
after that didn’t work I just scrapped the idea