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Hello. A fairly common problem has arisen. Can you help?
Set up GroundCheck and BoxCollider for the character. I set up animations, I press the Play button, the animation of the character works, but he does not move.
public class CharacterAnimator : MonoBehaviour
{
private Animator anim;
private void Start()
{
anim = GetComponent<Animator>();
}
private void Update()
{
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D))
{
anim.SetBool("isRunning", true);
}
else
{
anim.SetBool("isRunning", false);
}
}
}
public class PlayerController : MonoBehaviour
{
public float speed;
public float jumpForce;
private float moveInput;
private bool facingRight = true;
private Rigidbody2D rb;
private bool isGrounded;
public Transform groundCheck;
public float checkRadius;
public LayerMask whatIsGround;
private int extraJumps;
public int extraJumpsValue;
private void Start()
{
extraJumps = extraJumpsValue;
rb = GetComponent<Rigidbody2D>();
}
private void FixUpdate()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
moveInput = Input.GetAxis("Horizontal");
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if (facingRight == false && moveInput > 0)
{
Flip();
}
else if (facingRight == true && moveInput < 0)
{
Flip();
}
}
private void Update()
{
if (isGrounded == true)
{
extraJumps = extraJumpsValue;
}
if (Input.GetKeyDown(KeyCode.Space) && extraJumps > 0)
{
rb.velocity = Vector2.up * jumpForce;
extraJumps--;
}
else if (Input.GetKeyDown(KeyCode.Space) && extraJumps == 0 && isGrounded == true)
{
rb.velocity = Vector2.up * jumpForce;
}
}
void Flip()
{
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
}
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You have a mistake in the name of the method, namely FixUpdate(), should be FixedUpdate(). In this connection, the input does not change its values, isGround = false, and with all the consequences. In the future, I recommend using Debug.Log(); or print(); to at least understand at what stage everything broke down.
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