problem with character moving and forcing position change

so I’m creating a 3D platformer and I have a problem, on the stage there is a model that is raised above the ground, attached to the model: a character controller. movement script and animator, when I run the scene the model moves to a certain position and I can’t move, the buttons also work animations but the player can’t move ( please don’t give me advice about how I could do this through rigedbody, or how I should create an object and make the model a child, or anything like that, I’m specifically asking for advice on solving this problem )

here is the code and video

parameters

public class playerMovement : MonoBehaviour {

    public float speed;
    public float jumpSpeed;
    public float jumpButtonGracePeriod;

    private Animator animator;
    private CharacterController characterController;
    private float ySpeed;
    private float originalStepOffset;
    private float? lastGroundedTime;
    private float? jumpButtonPressedTime;

  

    // Start is called before the first frame update
    void Start()
    {
        animator = GetComponent<Animator>();
       characterController = GetComponent<CharacterController>();
        originalStepOffset = characterController.stepOffset;
    }

    // Update is called once per frame
    void Update()
    {


        float horizintalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");

        Vector3 movementDirection = new Vector3(horizintalInput, 0, verticalInput);
        float magnitude = Mathf.Clamp01(movementDirection.magnitude) * speed;
        movementDirection.Normalize();

        ySpeed += Physics.gravity.y * Time.deltaTime;

        if ( characterController.isGrounded )
        {
            lastGroundedTime = Time.time;
        }

        if (Input.GetButtonDown("Jump"))
        {
            jumpButtonPressedTime = Time.time;
        }

        if (Time.time - lastGroundedTime <= jumpButtonGracePeriod)
        {
            characterController.stepOffset = originalStepOffset;
            ySpeed = -0.5f;

            if (Time.time - jumpButtonPressedTime <= jumpButtonGracePeriod)
            {
                ySpeed = jumpSpeed;
                jumpButtonPressedTime = null;
                lastGroundedTime = null;
            }
        }
        else
        {
       
            characterController.stepOffset = 0;

        }

        Vector3 velocity = movementDirection * magnitude;
        velocity.y = ySpeed;

        characterController.Move(velocity * Time.deltaTime);

        if (movementDirection != Vector3.zero)
        {
            animator.SetBool("isMoving", true);
            transform.forward = movementDirection;
        }
        else
        {
            animator.SetBool("isMoving", false);
        }


    }
}

You left out the part about whether velocity is actually nonzero when this line executes.

If it is nonzero, then move up the value chain: pause the game, DELETE the entire level, drop a single blank huge flat cube underneath it, and un-pause it. Now can you move??

Do the same with the animation! Destroy the animation at runtime (using the inspector). Does it start working again? etc. etc, etc

This is all just basic debugging… nothing fancy, nothing specific, just rip-tear-shred debugging.

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

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 names of the GameObjects or Components involved?
  • 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.

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

If you are looking for how to attach an actual debugger to Unity: https://docs.unity3d.com/2021.1/Documentation/Manual/ManagedCodeDebugging.html

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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

1 Like

everything was much simpler, it was an animation bug from which my model changed its initial position and the model itself appeared a little in the ground, but this was not visible in the animations, I just took it out of the ground at the standard value in the animations and that’s it

problem was like in this video but i did not create a parent object

https://www.youtube.com/watch?v=B0sZVuuZHeQ