player launches

Hello,
Im an quite new to unity and im making a game where you jump over boxes and trie to catch someone who tries to steal a famus paintig, but if you jump only the hight of half of the box and press the jump button and forward button, the player launches into the air becaue the boxes are a tilemap and are tagt with ground so that the player can jump on them. I don’t know how to fix this, i whoud be verry happy is someone whoud help me out.
Thank you.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

You may edit your post above.

If you have no idea what is going on, it is time to debug! Here’s how:

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: 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.

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!™

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

Hello,

  • Why did you tell my to do somthing in unity3D? Its a 2d game
  • I know what the problem is but i dont know a solution to fix it.

Unity at one time was called Unity3D and had but fledgling 2D features. I sometimes call it Unity3D still. Probably just habit.

Kurt’s post is still very relevant to your issue. I think your first step should be post code snippets and what you’ve tried so far to fix it so we can see where the issue may lie.

There is no Unity2D. If you doubt me, then show it to me.

The product is called Unity3D and 100% of what I wrote above applies to your situation.

Get busy debugging. Arguing about the existence of a product that does not exist will not fix your bug.

As for initial question I would recommend:

  • make sure you are not moving the player by changing transform.position. That’s effectively teleporting instead of moving. Once you have teleported into wall, shooting in air isn’t too surprising. Make sure you are using appropriate physics api to do the movement.
  • If you are saying that it you can jump when hitting a wall and upwards movement is caused by effectively walljumping instead of physics engine shooting you into air while trying to eject you from wall, then search for tutorials with alternative mehtods for detecting when you are ground, plenty of those available. There are quite a few variations you can do with varying amount of complexity and tradeoffs. Varying shapes of raycasts, boxcasts and triggers. Making ground detection area narrower the the collider of player can help.

Sorry about going offtopic. @Kurt-Dekker Can you show the me the opposite? Can you show any official material from Unity using “Unity3D” for anything else than the domain and email address? I don’t argue with fact that unofficially the word “Unity3D” is widely used with that meaning even by big third party vendors and news articles, and I don’t object against such use. It helps distinguishing from dozen other unrelated products and companies that are also called Unity. I am just wandering whether this a myth which has been repeated so many times that it became semi-truth. Was there ever any reason to call it that way beside the domain? Any archive links to official text, any screenshots of old Unity with Unity3D used in UI, any registered trademarks or company names?

Looking at the archive even at 2005, the time of Unity 1.x I couldn’t find any part of the Unity website used word “Unity3D” or “Unity 3D” except for domain and maybe some places where next words in sentence are “3D something”.

Some people suggest that unity3d.com was used only because Unity couldn’t get unity.com domain at that time. Web archive agrees that at time of 2005, unity.com domain was used by an electronics company.

Some people even suggest that there existing a completely unrelated game engine called Unity3D, but I haven’t been able to find any proofs confirming this beside some forum posts discussing origin of Unity name. It wouldn’t be too surprising taking into account how many other things are called Unity, and amount of one person hobby engines made by people learning to code games from scratch. Hard to verify unless someone has specific sources written down.