After dieing and restarting the same scene each time the inputs start to delay more. After 15 dies and restarts input delay becomes almost 1 second. I am really confused what causes this and i appreciate all helps. (Sorry for my errors in english (if there is any) i am not a native speaker.)
You must find a way to get the information you need in order to reason about what the problem is.
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 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.
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:
I am currently working on a 2D platformer as well. I was using the default input system provided with unity; I was coding and trying to control my character as I went and added more and more functions ; jumping, dashing, left right, up down, jump and dash and so on. DELAY started to add with time.
first I went with the easiest way : Coroutines and calling breaks at the end of my functions. It helped but not enough. I am very picky when it comes to performance. Trust me. I don’t care how good the game looks for now I just want performance, then I’ll add better images and so on. I kept looking across the forums here and there and I stumbled upon this guy.
I went with what he said, and the game feels way much better. I don’t know if it might help in your case since I don’t use TOUCH functions for now. But I have seen more then what I asked for. The new input system ****ing rocks. Literally. The only thing you MIGHT need to change according to the rest of your code is maybe going with FixedUpdate() instaid of Update() yet again, you might not need it. See how it goes but so far. This is what helped me with performance Hope it helps if not it is beyond my knowledge.