Player not jumping on 2d tile map

Hey I am very new to Unity and have tried everything I can but my player at some point just stopped being able to jump on my 2d tile map blocks while I am moving to the left or right

my ground check is rigidbody.velocity.y == 0 which I know isn't good but at least worked before

void Start()
{
rigidbody = GetComponent();
}

// Update is called once per frame
void Update()
{
if (isTalking)
{
TextPanel.SetActive(true);
InteractText.SetActive(false);
}
else
{
if (canInteract)
{
InteractText.SetActive(true);

if (Input.GetKeyDown(KeyCode.X))
{
isTalking = true;
}
}
else
{
InteractText.SetActive(false);
}
}

if (!isTalking)
CheckInputs();
else
{
left = false;
right = false;
}
}

private void FixedUpdate()
{
if (!dashing)
{
if (left)
{
facingRight = false;
//adds velocity so I am able to move left
rigidbody.velocity = new Vector2(-speed, rigidbody.velocity.y);
}

else if (right)
{
facingRight = true;
//adds velocity so I am able to move right
rigidbody.velocity = new Vector2(speed, rigidbody.velocity.y);
}

else
{
//removes velocity
rigidbody.velocity = new Vector2(0, rigidbody.velocity.y);
}
}

//if (Physics2D.Linecast(transform.position, transform.position - new Vector3(1, 1, 0), 1 << LayerMask.NameToLayer("Ground")) && rigidbody.velocity.y == 0
//|| Physics2D.Linecast(transform.position, transform.position - new Vector3(-1, 1, 0), 1 << LayerMask.NameToLayer("Ground")) && rigidbody.velocity.y == 0)

if (rigidbody.velocity.y == 0)
{
//if I am touching any gamobjects layred ground I am Grounded
grounded = true;
}
else
{
//if I am not touching any gamobjects layred ground I am not Grounded
grounded = false;
}

if(jump)
{
//makes it so my charather jumps x1 jump height for when I do a normal jump
Jump(jumpPower);
}

}

void Jump(float power)
{
//adds upwards force for when I am jumping, and we make it like this so we can call jump at multiple instances but with diffrent power (normal spacebar jump and for the Bouncepad)
rigidbody.AddForce(new Vector2(0, power));
jump = false;
}

void CheckInputs()
{
if (!dashing)
{
if (Input.GetKey(KeyCode.LeftArrow))
{
//When pressing left arrow left = true running the phyischs for my charather to walk left
left = true;
right = false;
}

else if (Input.GetKey(KeyCode.RightArrow))
{
//When pressing left arrow right = true running the phyischs for my charather to walk right
right = true;
left = false;
}

else
{
//no code is runned and I stand still
left = false;
right = false;
}
}

if (Input.GetKey(KeyCode.Space))
{
//íf jump is fall and charather is grounded you are allowed to jump(makig sure I can't infinty jump and such)
if (!jump && grounded)
jump = true;

}
if (Input.GetKeyDown(KeyCode.C))
{
if (!dashing && canDash)
StartCoroutine(Dash());
}
}
IEnumerator Dash()
{
dashing = true;
canDash = false;

if (facingRight)
{
rigidbody.velocity = new Vector2(dashSpeed, rigidbody.velocity.y);
}
else
{
rigidbody.velocity = new Vector2(-dashSpeed, rigidbody.velocity.y);
}

yield return new WaitForSeconds(dashLength);

dashing = false;
StartCoroutine(DashCooldown());
}

IEnumerator DashCooldown()
{
yield return new WaitForSeconds(dashLength);
canDash = true;
}

private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "NPC")
{
//The player can interact with all GameObecjts that has the tag NPC
canInteract = true;
}
if (collision.tag == "BouncePad")
{
//when colliding with tag BouncePad doubble my jumping heigth for that bounce
//sets the old velocity to zero so the new velocity can be applied without coliding with the old velocity
rigidbody.velocity = new Vector2(rigidbody.velocity.x, 0);
Jump(bouncePower * 2);
}

if(collision.tag == "Respawn")
{
respawnPosistion = collision.transform.position;
}

if (collision.tag == "Hazard")
{
transform.position = respawnPosistion;
}
}

private void OnTriggerExit2D(Collider2D collision)
{
if(collision.tag == "NPC")
{
//removes the abillity to interact when exiting a GameObeject with the tah NPC
canInteract = false;
}
}
}

So you know, here's how to post code on the forums.

Sounds like you wrote a bug! Here's how you can get to the bottom of it:

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

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What is often happening in these cases is one of the following:

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  • 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?
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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.

Visit Google for how to see console output from builds. 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 for 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.

If your problem is with OnCollision-type functions, print the name of what is passed in!

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!(tm)" - Kurt Dekker (and many others)

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

Once you figure out more, if you're still baffled, use this guide:

How to report your problem productively in the Unity3D forums:

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

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