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avatar image
Question by edux4 · Nov 30, 2015 at 06:34 PM · c#collidersboundsif statement

[C#] If (==) statement not working. Values checked.

T$$anonymous$$s game I have been working on for fun is turning out quite good, but the player controller is giving me some headaches, especially on platform detection. I've come through a lot of obstacles and I t$$anonymous$$nk I found a solution to use from now on. I'll not go on details here, since it's long, but I'll attach the whole script just in case. But the t$$anonymous$$ng is, to check if the player in on the ground (making contact with the platform from above), I check the colliders bounds, as seen here:

 if (other.collider.bounds.max.y == minBounds.y)
             {
 
                 Debug.Log("On Ground");
                 jumpCount = 0;
                 grounded = true;
 
             }

But it doesn't return true, even though the values for the y axis are exactly the same. alt text

Here's the full script:

 using UnityEngine;
 using System.Collections;
 
 public class playerController : MonoBehaviour
 {
     Rigidbody rb; // Player's rigidbody
 
     public BoxCollider playerCollider; // Player's box collider
 
     bool canMove = true;  // Can the player move?
     string moveDirection; // What direction the player can move if it's colliding with the left/right side of a platform. Read the code to understand better.
 
     bool grounded = false; // Is the player grounded? 
     bool canJump;          // Can the player jump? I.E. Double jump. Independent from grounded.
     bool canWallJump;      // Can the player walljump? Not yet implemented.
     int jumpCount = 0;     // Jump count. Used by double jump.
 
     float playerInputX;    // Player input in the x value.
 
     float speed = 4;       // The player's speed
     float defaultSpeed;    // Player's default speed
 
     Vector3 colliderMax;  //
     Vector3 colliderMin;  // Colliders    collider(...) => used in collisionEnter a.k.a. the (Collision other) object. 
     Vector3 maxBounds;    // Boundaries   max||min(...) => player's boundaries
     Vector3 minBounds;    //
 
     void Start()
     {
 
         rb = GetComponent<Rigidbody>(); // Get rigidbody component
 
         defaultSpeed = speed; // Set default speed to initial speed
 
     }
 
     //General
     void Update()
     {
 
 
         // Set up player input
         playerInputX = Input.GetAxis("Horizontal");
 
         // Run Faster: Start
 
         if (Input.GetKeyDown(KeyCode.LeftS$$anonymous$$ft) || Input.GetKeyDown("joystick button 2"))
         {
             speed += 3;
 
         }
 
         if (Input.GetKeyUp(KeyCode.LeftS$$anonymous$$ft) || Input.GetKeyUp("joystick button 2"))
         {
             speed = defaultSpeed;
 
         }
 
         // Run Faster: End
 
         if (jumpCount == 2)  // Double jump properties:
             canJump = false; //  
         if (jumpCount == 1)  //  Player can only double jump if it has jumped less than one time.
             canJump = true;  //  
 
         if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown("joystick button 0"))
         {
 
             if (grounded || canJump) // If the player is either grounded or can double jump, jump.
             {
 
                 jumpCount++;     // Add one to jump count
                 Jump(jumpCount); // Jump accordingly to the jump count.
 
             }
 
         }
 
     }
 
     // Physics
     void FixedUpdate()
     {
 
         if (canMove)
         {
 
             rb.velocity = new Vector3(playerInputX * speed, rb.velocity.y, 0); // Move the player in the x axis.
 
         }
 
         if (!canMove) // If the player is in a wall
         {
 
             if (moveDirection == "left") // If the wall is on the right side
             {
 
                 if (playerInputX < 0) // If the player wants to go to the left
                 {
 
                     rb.velocity = new Vector3(playerInputX * speed, -0.5f, 0); // Do it and make the player slide down a little slower to wall jump
 
                 }
 
                 if (playerInputX > 0) // If the player wants to go right (side of the wall)
                 {
 
                     rb.velocity = new Vector3(0, -0.5f, 0); // Don't do it to avoid the player getting stuck. Still slow down the player in the Y axis.
 
                 }
 
             }
             
             if (moveDirection == "right") // Does everyt$$anonymous$$ng like above except that it is for the opposite side (left)
             {
 
                 if (playerInputX > 0)
                 {
 
                     rb.velocity = new Vector3(playerInputX * speed, -0.5f, 0);
 
                 }
 
                 if (playerInputX < 0)
                 {
 
                     rb.velocity = new Vector3(0, -0.5f, 0);
 
                 }
 
             } 
 
         }
 
     }
 
     void Jump(int jumpType) // Jump function
     {
 
         if (jumpType == 1)
             rb.AddForce(Vector3.up * 25f, ForceMode.Impulse); // Regular jump // 
         if (jumpType == 2)                                                    // Originally they were intended to be different, but it just didn't feel right.
             rb.AddForce(Vector3.up * 25f, ForceMode.Impulse); // Double jump  //
 
     }
 
     // Grounded and wall detection. Really long.
     void OnCollisionEnter(Collision other)
     {
 
         if(other.collider.tag == "Platform") // Is the player colliding with a platform?
         {
 
             colliderMax = other.collider.bounds.max; //
             colliderMin = other.collider.bounds.min; //
                                                      // Define the boundaries based on the box colliders.
             maxBounds = playerCollider.bounds.max;   //
             minBounds = playerCollider.bounds.min;   //
 
             if (colliderMax.y > transform.position.y && transform.position.y > colliderMin.y) // Is the player is on the side of a platform?
             {
 
                 //canJump = false;
                 canMove = false;
                 grounded = false;
 
                 if (colliderMax.x > transform.position.x) // Collider to the right
                 {
 
                     Debug.Log("Collider to the right");
                     moveDirection = "left";
 
                 }
 
                 if (colliderMax.x < transform.position.x) // Collider to the left
                 {
 
                     Debug.Log("Collider to the left");
                     moveDirection = "right";
 
                 }
 
             }
 
             if (colliderMax.y > minBounds.y + 0.1f && minBounds.y > colliderMin.y) // Is the player is on the side of a platform?
             {
 
                 //canJump = false;
                 canMove = false;
                 grounded = false;
 
                 if (colliderMax.x > transform.position.x) // Collider to the right
                 {
 
                     Debug.Log("Collider to the right");
                     moveDirection = "left";
 
                 }
 
                 if (colliderMax.x < transform.position.x) // Collider to the left
                 {
 
                     Debug.Log("Collider to the left");
                     moveDirection = "right";
 
                 }
 
             }
 
             if (colliderMax.y > maxBounds.y - 0.1f && maxBounds.y > colliderMin.y) // Is the player is on the side of a platform?
             {
 
                 //canJump = false;
                 canMove = false;
                 grounded = false;
 
                 if (colliderMax.x > transform.position.x) // Collider to the right
                 {
 
                     Debug.Log("Collider to the right");
                     moveDirection = "left";
 
                 }
 
                 if (colliderMax.x < transform.position.x) // Collider to the left
                 {
 
                     Debug.Log("Collider to the left");
                     moveDirection = "right";
 
                 }
 
             }
 
             if (colliderMax.y > transform.position.y) // Is the player below a platform?
             {
 
                 grounded = false;
 
             }
 
             if (other.collider.bounds.max.y == minBounds.y) // Is the player on a platform? For some reason t$$anonymous$$s doesn't work.
             {
 
                 Debug.Log("On Ground");
                 jumpCount = 0;
                 grounded = true;
 
             }
 
         }
 
         if(other.collider.tag == "Spike") // Game over.
         {
 
             MeshRenderer renderer = GetComponent<MeshRenderer>();
             renderer.enabled = false;
             Invoke("Restart", 2f);
 
         }
 
     }
 
     void OnCollisionExit(Collision other)
     {
 
         if (other.collider.tag == "Platform") // Has the player exited a platform?
         {
 
             grounded = false;
             canMove = true;
 
         }
 
     }
 
     void Restart()
     {
 
         Application.LoadLevel(0);
 
     }
 
 }
 
screenshot-7.png (8.5 kB)
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Answer by meat5000 · Nov 30, 2015 at 03:06 PM

An element of bounds will be in float. What you see in the output is probably truncated. Floats rarely equate to equal.

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avatar image edux4 · Nov 30, 2015 at 03:38 PM 0
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Alright, I fixed it! I used ToString("F1"); instead

 if (colliderMax.y.ToString("F1") == minBounds.y.ToString("F1"))
             {
 
                 grounded = true;
                 jumpCount = 0;
 
             }

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