I'm currently working on a 2D Platformer in Unity. I followed along Brackeys Tutorials (will post links below) and everything works like intended, except when I turn my Player Object into a prefab. Then suddenly my Jump Animation breaks for some reason. Does anyone know a solution for this problem, because im not sure whether it's a programming problem or a unity related issue.
Tutorials I used:
#1 https://youtu.be/dwcT-Dch0bA #2 https://youtu.be/hkaysu1Z-N8
Bugged Animation video: https://youtu.be/1EnmG8mfVvs
The left player character in the video is the prefab with the bugged animation.
Would be really awesome if someone can help me :)
Kind Regards,
Jean-Pierre
I've tried changing some of my code, also tried re-animating the Object as a Prefab, and searched online for similar problems, but couldn't find anything.
This is my PlayerMovement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController2D controller;
float horizontalMove = 0f;
public float runSpeed = 40f;
bool jump = false;
bool crouch = false;
public Animator animator;
public float coyoteTime = 0.2f;
public float coyoteTimeCounter = 0;
public float jumpBufferTime = 0.2f;
public float jumpBufferCounter;
// Update is called once per frame
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
animator.SetFloat("Speed", Mathf.Abs(horizontalMove));
if (controller.m_Grounded)
{
coyoteTimeCounter = coyoteTime;
}
else
{
coyoteTimeCounter -= Time.deltaTime;
}
if (Input.GetButtonDown("Jump"))
{
jump = true;
animator.SetBool("IsJumping", true);
jumpBufferCounter = jumpBufferTime;
}
else
{
jumpBufferCounter -= Time.deltaTime;
}
if (Input.GetButtonUp("Jump"))
{
coyoteTimeCounter = 0f;
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
}
else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
}
public void OnLanding()
{
animator.SetBool("IsJumping", false);
}
public void OnCrouching(bool isCrouching)
{
animator.SetBool("IsCrouching", isCrouching);
}
private void FixedUpdate()
{
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump, jumpBufferCounter);
jump = false;
}
}
and this is my CharacterController2D.cs
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
public bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
private PlayerMovement player;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
player = GetComponent<PlayerMovement>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
private void OnTriggerStay2D(Collider2D other)
{
if (other.CompareTag("Water"))
{
m_Grounded = true;
m_JumpForce = m_JumpForce = 800;
m_Rigidbody2D.gravityScale = 0.8f;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Water"))
{
m_Rigidbody2D.gravityScale = 3f;
m_JumpForce = 800;
}
}
public void Move(float move, bool crouch, bool jump, float jumpBufferTimer)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (player.coyoteTimeCounter > 0f && jumpBufferTimer > 0f)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
player.jumpBufferCounter = 0f;
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
Edit: I think it has something to do with the UnityEvent in CharacterController2D.cs
new Video: https://www.youtube.com/watch?v=H6yxyafyUVg