Not able to jump in build, only in editor

At first I thought this was a problem with the input but I changed it to getaxisraw which is what I use for my walking (my walking works).

I think it is probably an editor issue and not a code one but here is my code in case it is an issue with that:

if(Input.GetAxisRaw("Vertical") > 0)
        {
            if(Physics2D.BoxCast(groundcheck.transform.position, groundchecksize, 0f, Vector2.down, 0f, groundchecklayermask))
            {
                Jumping = true;
                rb.velocity = new Vector2(rb.velocity.x,jump);
            }
            else if((Physics2D.BoxCast(groundcheck.transform.position, groundchecksize, 0f, Vector2.down, groundcheckextraheight, groundchecklayermask))&&(Jumping))
            {
                rb.velocity = new Vector2(rb.velocity.x,rb.velocity.y + jump);
                if(rb.velocity.y == jump)
                {
                    Jumping = false;
                }
            }
            else{
                Jumping = false;
            }
        }

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

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 put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

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.

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

I will do some tests to find out more about when it is going wrong, but it works in the editor which I think is the strangest part, do you know why this might happen.

It seems like it detects the button initially and then doesn’t after, this only happens in the build though.

There’s a million ways the build can differ:

  • it was never actually working in editor, it just appeared that way (most common)
  • something threw an exception so the code you wrote isn’t even running
  • your scripts are subtly dependent on order of execution and it is randomly different in editor.
  • something destroyed your EventSystem
  • Time.timeScale got set to zero
    etc etc etc

Debug.Log() will help you track it down.

1 Like

Ok thanks I will try to find what went wrong

I don’t think it is Time.timeScale as I can walk, I know it worked in the editor because I jumped and the code is running because the walking shares a script. I have tested it and know that it is not detecting holding, maybe treating getbutton as getbuttondown, but I am not sure

I sure don’t see any code like that.

If you’re talking about this line:

if(Input.GetAxisRaw("Vertical") > 0)

if you have even a slight amount of joystick drift, like 0.01f, it will ALWAYS be true.

Usually for a “jump” kind of event one would compare the input this frame to the previous frame, by keeping the previous frame and deciding “yeah, you shoved the controller up enough to jump.”

Detecting that would detect a jump intention, which might also be triggered by other things, such as a button on a controller, or a key on a keyboard.

Once you have gathered ALL the intentions (to local variables), then process them and potentially act on them.

Sorry I used both at different points, but neither work as far as I know, but I will check in the morning. Also I am not using a controller.

Neither work