#Debug boxcast
1 messages · Page 1 of 1 (latest)
Here is a video of the problem. It doesnt really trigger continuously only when you move at a wall with the left side
There is also a gizmo that should be the same as the boxcast, so im really lost as to why its resulting in true
start by drawing debugs
you mean like gizmos?
is that supposed to be the yllow?
yeah
yeah but it doesn't show the direction tho
draw out your casts accurate first
ive never used github
am i just supposed to download the zip?
alright thanks for this is looks hella helpful
Read the guide , should be easy setup
https://github.com/vertxxyz/Vertx.Debugging#installation
thats the way i do it.. download the zip extract it.. and pull the folders over into my project
but hes got a guide so follow tht prolly
thats what i was guessing while i was lookin at ur code
its probably the case of ur cast doing one thing.. and ur visualization doing another
sorry to both you again but i just couldnt get the debugger to work
like no hitboxes will show up no matter what
don't be sorry to us.. we're just tryin to help u out..
have u thought of trying adiffernt method of detection?
raycasts maybe? or overlapspheres just a suggestion
first i just wanna try and get the debugger to work
if not i'd def try to simplify ur problem first.. new scene, just two objects.. very simple.. and then use ur code
cause like idk what im doing wrong 😭
debugging sucks some times 😐
idk if ur familiar with the vertx thing
did u ever debug.log ur left condition?
but like this is what im putting into my code
if ur right is firing when ur left hits.. i wonder if ur left fires when ur right hits./..
no id have to try that
i write my own debug code
never tried vertx stuff
OnDrawGizmosSelected() is my go-to debugging method
it will draw the gizmo's when the object containing them is selected.. and no other time
ah okay
idk like how do gizmos help you detect if things are colliding
it also has tons more than just Debug.DrawLine or w/e else it has
it will show you what ur code is doing.
but u have to code them to match
idk cause i like drew the gizmo where the boxcast was
but like i didnt see it colliding with the wall
so like what do i do from there 💀
im thinking ur boxcast isnt casting where u think its casting
what would cause that
i watched the video and i dont understand it either
just the wrong code..
-x instead of x, simple mistakes..
i dont know specifically in ur case...
yeah dw ur good
i was just thinking maybe someone had a similar issue or smthg
ill prob just have to try other collision detection methods like you said
are ur layer masks set up correctly?
imma play around with the code u sent here in a minute to see if i can't pick up on wats wrong
im not usually a 2d designer.. but i can open an empty project atleast and see.. what is ur wall? and ground? what kind of colliders do u use on those things?
yeah im pretty sure they are
tilemap2d, composite 2d, platform 2d
on both
picture of the collider settings
np, u just keep trying to figure it out on ur own tho..
b/c i cant promise i'll know whats wrong with it
pretty sure i figured out what was causing the issue
thank you for all your help
do you know how to fix the issue tho
im pretty sure that if you move too fast you clip into the wall which causes it to think youre hitting it from the right
idk if this is a common thing or nah
alright i just switched the rigidbody collision detection on the player to continuous instead of dynamic and that seemed to work