

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime. 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. 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 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)

Knowing this information will help you reason about the behavior you are seeing. are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation) what are the values of the variables involved? Are they initialized? Are the values reasonable? is this code even running? which parts are running? how often does it run? what order does it run in? To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.ĭoing this should help you answer these types of questions: you're getting an error or warning and you haven't noticed it in the console window

the code is executing on another GameObject than you think it is the code is executing far MORE OFTEN than you think the code is executing far LESS OFTEN than you think the code is executing far EARLIER or LATER than you think the code you think is executing is not actually executing at all What is often happening in these cases is one of the following: You must find a way to get the information you need in order to reason about what the problem is. If you are unsure how this applies to the above, here's where to start: If you don't have a jump animation and want the player to stop wiggling his legs in the air, then when you feed the horizontal speed to the animator, instead set zero when airborne. Click to expand.Usually one tells the animator to do a jump animation when you jump, then restore the running when you land.
