Sprite stuck in jump animation, and isn't jumping when I click space

Hey guys,

I’ve been going crazy with this one. Everything was working perfectly up until a point where I changed something but don’t know what I did wrong, I was just editing the code. Basically the player is constantly in the jump animation and does not even jump if I press space. It’s as if when I press play and he falls down that he never actually touches the ground to set off the idle animation. Here is my code, thanks a lot.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour {   
    public float movementSpeed;
    public Rigidbody2D rb;

    public Animator anim;

    public float jumpForce = 20f;
    public Transform feet;
    public LayerMask groundLayers;

    float mx;

    private void Update()  {
        mx = Input.GetAxisRaw("Horizontal");

        if (Input.GetButtonDown("Jump") && IsGrounded()) {
            Jump();
        }

        if (Mathf.Abs(mx) > 0.05f) {
            anim.SetBool("isRunning", true);
        } else {
            anim.SetBool("isRunning", false);
        }

        anim.SetBool("isGrounded", IsGrounded());
    }

    private void FixedUpdate() {
        Vector2 movement = new Vector2(mx * movementSpeed, rb.velocity.y);

        rb.velocity = movement;
    }

    void Jump() {
        Vector2 movement = new Vector2(rb.velocity.x, jumpForce);

        rb.velocity = movement;
    }

    public bool IsGrounded() {
        Collider2D groundCheck = Physics2D.OverlapCircle(feet.position, 0.5f, groundLayers);

        if (groundCheck != null) {
            return true;
        }

        return false;
    }


}

Hey,

I tested your code and it works fine.

Make sure that you have the “Ground” layer set on your ground objects, and that your “Feet” object is close enough to the bottom of the character to have the OverlapCircle reach the ground.

If that doesn’t work, put a Debug.Log(IsGrounded()); line in Update() and test different things to see why it’s returning false.

1 Like

I’m sorry you’ve had this issue. Please consider using proper industrial-grade source control in order to guard and protect your hard-earned work.

Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

As far as configuring Unity to play nice with git, keep this in mind:

https://discussions.unity.com/t/736093/3

Here’s how I use git in one of my games, Jetpack Kurt:

https://discussions.unity.com/t/807568/3

Using fine-grained source control as you work to refine your engineering:

https://discussions.unity.com/t/826718/2

Share/Sharing source code between projects:

https://discussions.unity.com/t/719810/2

Setting up an appropriate .gitignore file for Unity3D:

https://discussions.unity.com/t/834885/5

Generally setting Unity up (includes above .gitignore concepts):

It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place.

“Use source control or you will be really sad sooner or later.” - StarManta on the Unity3D forum boards

To actually figure out what is going on, building on what Unrighteous says above, 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

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

Unity itself isn’t actually telling me something is wrong, there are no errors its just that my character is always in jump. I checked everything you said and I had those set up correctly. I use sublime text for the c#, could u plz show me what u mean by putting Debug.Log(IsGrounded());in the Update() line

Hey,

Debug.Log() is a useful debugging method that allows you to check variables live in the console while your game is running. If you insert your IsGrounded() method, you can check the console to see whether it’s returning true or false at any given time. If it’s returning false and you’re touching the ground, there’s an issue there; something isn’t configured correctly, and I can tell you that it’s not the code.

This is what I meant by putting it in Update:

    void Update()
    {
        Debug.Log(IsGrounded());
    }

You already have an Update method, so just put the debug line in that.