Player stops jumping after a fall

Hi guys
I’m brand new to game development and I’m in desperate need of some help please.

So my player can jump but each time my player drops down from the ledge and lands on the sprite that has a 2d box collider my player isn’t able to jump anymore.

Code:

public class PlayerMovement2 : MonoBehaviour

{
private float horizontal;
private float speed = 8f;
private float jumpingPower = 16f;
private bool isFaceingRight = false;
[SerializeField] private float maxSpeed;

[SerializeField] private Rigidbody2D rb;
[SerializeField] private Transform groundCheck;
[SerializeField] private LayerMask groundlayer;

void Update()
{
horizontal = Input.GetAxisRaw(“Horizontal”);

if (Input.GetButtonDown(“Jump”) && isGrounded())
{
rb.velocity = new Vector2(rb.velocity.x, jumpingPower);
}
if (Input.GetButtonUp(“Jump”))
{
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * 0.5f);
}
Flip();
}
private void FixedUpdate()
{
rb.velocity = new Vector2(horizontal * speed, rb.velocity.y);
}

private bool isGrounded()
{
return Physics2D.OverlapCircle(groundCheck.position, 0.2f, groundlayer);
}
private void Flip()
{
if (isFaceingRight && horizontal < 0f || !isFaceingRight && horizontal > 0f)
{
isFaceingRight = !isFaceingRight;
Vector3 localScale = transform.localScale;
localScale.x *= -1f;
transform.localScale = localScale;
}
}

private void LateUpdate()
{
Debug.Log(rb.velocity.magnitude);
if (rb.velocity.magnitude > maxSpeed)
{
rb.velocity = (Vector2)Vector3.ClampMagnitude((Vector3)rb.velocity, maxSpeed);

}
}
}

  1. Use code blocks for posting code
  2. Debug.log the isgrounded value. That’s probably returning false for a reason. Maybe a wrong layer?

You won’t believe how dumb I feel yeah I didn’t set it to my ground layer :roll_eyes:

1 Like

Common mistake haha, no worries

Extremely common… after decades of gamedev it’s still a thing. Every day I make mistakes like this.

The trick, as DevDunk points out above, is to get super-fast-skeelz at finding what the issue is. Here is my favorite “always works” approach:

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

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.

1 Like

How long i have tinkered, and never even noticed the second parameter. lol. Every day one learns something.

1 Like

Damn I love the GameDev Community!

2 Likes

Everybody answering questions here wants YOU to succeed.

We’re on your side as long as you’re trying your level best.

1 Like

Think this is one of few industries where that happens and glad to be apart of it

1 Like