my player is acting weird on slopes
it jumps by itself after climbing a slope
i was messing around with it’s code yesterday and it got fixed when i changed this
if (IsGrounded() == true && OnSlope() == false)
{
playerRb.velocity = playerVector;
}
but i got other problem where the player wouldn’t jump when it was on ground, i had to click many times to leave the ground, even messing around with raycast distances it didn’t work
code: https://codeshare.io/Pd8k8M
video showing the problem: [sshjw0
Will need to see what is going on in “IsGrounded” and “OnSlope” to know. From what you described so far, sounds like OnSlope isn’t doing what you intend for it to do.
The video looks like the physics is making the ball leave the air, so might need to see what’s going on with your movement aswell, since your jump and “jumping while leaving slope” issues might not be related.
Also your codeshare link leads to a 404, just put the code in code-tags in your post
Staring at code is probably not the right way to fix this.
As @Laperen points out above, something isn’t returning what you think it should.
Therefore, 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:
https://discussions.unity.com/t/839300/3