# Weird Player Movement Issue!

**URL:** https://discussions.unity.com/t/weird-player-movement-issue/859476
**Category:** 2D
**Tags:** 2D, Bug
**Created:** [October 21, 2021, 11:11pm UTC](https://discussions.unity.com/t/weird-player-movement-issue/859476 "2021-10-21T23:11:15Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![Kurt-Dekker](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/kurt-dekker/32/101578_2.png) [@Kurt-Dekker](https://discussions.unity.com/u/Kurt-Dekker)
#### Post date: [October 22, 2021, 1:54pm UTC](https://discussions.unity.com/t/weird-player-movement-issue/859476/2 "2021-10-22T13:54:18Z")

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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

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:

> [@Coroutine missing hint and error](https://discussions.unity.com/t/839300/3):
>
> This is so unnecessary. Use the beauty and power of instantly and immediately putting a Debug.Log() statement into the very start of the coroutine, right at the top. Do this always at the very first sign of trouble or question in your mind. The instant you did this you would see “Oh man, this code is simply not getting run!” And you could LASER-FOCUS 100% your efforts on studying what you expect to run it, eg., the call location, and isolate why it is not running. You would look at literall…

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