I have set a radius for my OverlapCircle at .2f It doesn’t need to be huge as it is simply detecting if a grid on my tilemap is a wall. OverlapCircle seems to not find any wall layers at a radius below .5f. At .5f it finds a wall and stops movement but in a square where there is no wall layer.
if (!Physics2D.OverlapCircle(movePoint.position + new Vector3(Input.GetAxisRaw("Horizontal"), 0, 0), detectRadius, moveBlockers))
{
movePoint.position += new Vector3(Input.GetAxisRaw("Horizontal"), 0, 0);
}
Break it up, practice social distancing in your code, one thing per line please.
“Programming is hard enough without making it harder for ourselves.” - angrypenguin on Unity3D forums
“Combining a bunch of stuff into one line always feels satisfying, but it’s always a PITA to debug.” - StarManta on the Unity3D forums
Once you broke it up… then…
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:
[SOLVED] - When using OverlapCircle on a Composite Collider, be sure to set your collider Geometry Type to “Polygons”. By default, the collider detects the edges. OverlapCircle checks a range within the point assigned to it. Change the Geometry Type so that the collider will detect within the borders too.
To be more accurate, if you ask the CompositeCollider2D to use Outlines (edges), it’ll create edges which are Open shapes (they have no inside) even if the start/end vertices touch. All other shapes are Closed (circle, capsule & polygon) and do have an inside. if you use any then it detects only the edges on an open shape and the area on a closed shape.
If you turn a (say) BoxCollider2D into an edge outline using the CompositeCollider2D or you simply use an EdgeCollider2D to construct a box then there is no “inside” so doing any overlaps inside it or casts from within, won’t detect anything “inside”. Only when you touch/cross the edge.
Open Shapes - Edge (Produced by EdgeCollider2D and CompositeCollider2D in Outline mode)
Closed Shapes - Circle, Capsule, Polygon
Also, go back and reconsider WHY you are using the CompositeCollider2D in Polygon mode. Often (new) devs are using it because they followed a tutorial. Don’t use it unless there’s a reason to use it, especially if you’re constantly changing the things it’s compositing. This became common to use in the TilemapCollider2D even though the composite was created way before that existed to help remove collision hitching at seams but it has consequence.
Newer versions of Unity allow you to fill colliders with a custom colour making this more obvious.