i followed a brackeys tutorial and it should be working because i followed it basically exactly. it knows my position it just doesnt seem to know my speed. also the bool ismoving has nothing to do with the rest of the script and that is for implimenting a footstep sound later.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playercontroller : MonoBehaviour
{
public Rigidbody2D body;
public AudioSource playeraudio;
public AudioClip woodwalk;
public Animator animator;
bool IsMoving = false;
Vector2 movement;
float horizontal;
float vertical;
public float runSpeed = 20.0f;
void Update ()
{
movement.x = Input.GetAxisRaw("Horizontal");
movement.y = Input.GetAxisRaw("Vertical");
animator.SetFloat("Horizontal", movement.x);
animator.SetFloat("Vertical", movement.y);
animator.SetFloat("Speed", movement.magnitude);
}
void FixedUpdate()
{
body.MovePosition(body.position + movement * runSpeed * Time.fixedDeltaTime);
}
}
Press play and manipulate the properties of the Animator directly in the editor, changing the “Speed” property by hand until you get the animations working properly.
Once those work properly, go back to the code and verify it is running properly. Here’s how to vet the code:
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.
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.
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: