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Start your free trialChristopher Houston
4,030 PointsMy player wont move properly
My code seems to be perfect, the player, would be hopping, the animation would be going fine then seemingly randomly my player stops moving and when I try to go around the invisible barrier my player would continue moving and then in another random spot the same thing would happen again and throughout this the player's moving animation is still playing some of these invisible barriers I would be able to push through though it does significantly slow me down and this problem does not occur with the bird so it gives the player a serious disadvantage.
2 Answers
Christopher Houston
4,030 PointsNevermind I found the problem I just need to increase the "Y" axis so the frog sits on top of the ground and not just under it.
Thank you for taking your time to try and solve it.
Samuel Ferree
31,722 PointsCan you post a link to your code?
Christopher Houston
4,030 PointsThis is my player movement code:
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class PlayerMovement : MonoBehaviour {
private Animator playerAnimator;
private float moveHorizontal;
private float moveVertical;
private Vector3 movement;
private float turningSpeed = 20f;
private Rigidbody playerRigidbody;
// Use this for initialization
void Start () {
// Gather compoenents from the player GameObject
playerAnimator = GetComponent<Animator> ();
playerRigidbody = GetComponent<Rigidbody> ();
}
// Update is called once per frame
void Update () {
// Gather input from the keyboard
moveHorizontal = Input.GetAxisRaw ("Horizontal");
moveVertical = Input.GetAxisRaw ("Vertical");
movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
}
void FixedUpdate () {
// If the player's movement Vector does not equal zero...
if (movement != Vector3.zero) {
// ...Then create a target rotation bases on the movement vector...
Quaternion targetRotation = Quaternion.LookRotation (movement, Vector3.up);
//...and create another rotation that moves from the current rotation to the target rotation...
Quaternion newRotation = Quaternion.Lerp (playerRigidbody.rotation, targetRotation, turningSpeed * Time.deltaTime);
//...and change the player's rotation to the new incremental rotation...
playerRigidbody.MoveRotation (newRotation);
// ...then play the jump animation
playerAnimator.SetFloat ("Speed", 3f);
}
else {
// Otherwise, don't play the jump animation
playerAnimator.SetFloat("Speed", 0f);
}
}
}