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Question by zachmartinez · Feb 24, 2016 at 04:51 AM · 2d-physicsglitchplay

Selecting the Character Makes Him Run Faster?

I'm making a 2D game where I have the player character with a set acceleration and maximum jump height. However it's not always consistent when I playtest the game. If I select the player character in the inspector when the game is running, he'll for some reason accelerate faster and jump higher. I've also had a problem where he'll randomly fidget around instead of running forward, and I had to restart Unity to fix it. Why is this happening? If it helps, here's my entire code for the character.

 using UnityEngine;
 using System.Collections;
 
 public class SonicControllerScript : MonoBehaviour
 {
     public float jumpAxis;
     public bool grounded;
     public Vector2 currentSpeed;
     public float speedCap = 15f;
     public float acceleration = 0.45f;
     bool facingRight = true;
     Animator anim;
     public Vector2 localVelocity; //Stores the relative velocity to be converted to world velocity
 //    private Vector2 jumpVelocity; //Copies the localVelocity.y during a jump to prevent Sonic from curving jumps.
     public float hSpeed;
     private bool stationary;
     [SerializeField] private LayerMask whatIsGround;
     public float groundedRadius = 0.2f;
     public float readjustRotatonSpeed = 5f;
     [SerializeField] private bool jumping;
     public float jumpSpeed; //The force at which Sonic jumps.
     public float jumpMin; //The minumum height Sonic can jump.
     public float jumpMax; //The maximum height Sonic can jump.
     public float jumpMinAdjust;
     public float jumpMaxAdjust;
     public float gravity;
     public float resistance;
     [SerializeField]private bool holdingJump;
 
 
 
     void Awake()
     {
         //Setting the Transform variables groundCheck and ceilingCheck to match the cooresponding game objects.
     }
 
     // Use this for initialization
     void Start()
     {
         anim = GetComponent<Animator>();
     }
 
     void OnCollisionEnter2D(Collision2D col)
     {
 //        if (gameObject.GetComponentInChildren<GroundCheckScript> ().isHitting == false//Only triggers if Sonic is both touching the ground and detecting it with his ray.
 //            && col.gameObject.layer == 0)
 //        {
 //            Quaternion tempRotation = new Quaternion();
 //            tempRotation = Quaternion.Euler (0, 0, 0);
 //            gameObject.GetComponent<RectTransform>().rotation = tempRotation;
 //            jumpMax = jumpMaxAdjust;
 //            jumpMin = jumpMinAdjust;
 //            jumping = false;
 //            holdingJump = false;
 //        } 
     }
 
     void OnCollisionStay2D(Collision2D col)
     {
         
     }
 
     void Update()
     {
         jumpAxis = Input.GetAxis ("Jump");
         hSpeed = localVelocity.x;
         localVelocity = transform.InverseTransformDirection(gameObject.GetComponent<Rigidbody2D>().velocity);
 
         //Programming Sonic's world velocity to adhere to his local velocity when grounded.
         if (grounded == true)
         {
             GetComponent<Rigidbody2D> ().velocity = transform.TransformDirection (localVelocity);
         }
         //Setting the speed of Sonic's animation to match his hspeed.
         //gameObject.GetComponent<Rigidbody2D>().velocity.x;
         //Setting a condition so that the animation will play only when Sonic is moving.
         if (hSpeed != 0
             && grounded == true) {
             anim.speed = Mathf.Abs (hSpeed / 4);
             if (anim.speed < .5f) {
                 anim.speed = .5f;
             }
         }
 
         else if (jumping == true)
         {
             anim.speed = 1f;
         }
         //Programming Sonic's jumping button detection.
         if (Input.GetButtonDown ("Jump") == true
             && grounded == true)
         {
             jumping = true;
             holdingJump = true;
             Debug.Log ("Jump has been pressed.");
             AudioSource.PlayClipAtPoint (gameObject.GetComponent<AudioSource>().clip, gameObject.GetComponent<RectTransform>().position);
         }
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         if (jumping == false) 
         {
             gameObject.GetComponent<BoxCollider2D> ().enabled = true;
         }
         //Logging Sonic's current speed
         currentSpeed = GetComponent<Rigidbody2D>().velocity;
         GetComponent<Rigidbody2D> ().velocity = transform.TransformDirection (localVelocity);
 
 
         //The initial jump...
         if (jumpMin > 0
             && jumping == true)
         {
             localVelocity.y = jumpSpeed;
 //            jumpVelocity = gameObject.GetComponent<Rigidbody2D>().velocity;
 //            jumpVelocity.x = 0;
 //            GetComponent<Rigidbody2D> ().velocity = transform.TransformDirection (localVelocity);
 //            gameObject.GetComponent<Rigidbody2D> ().velocity = gameObject.GetComponent<Rigidbody2D> ().velocity + localVelocityUnglobalized;
             jumpMin = jumpMin - 1;
         }
 
         //The continued press of the jump button to extend the jump.
         if (Input.GetAxis ("Jump") > 0.1
             && jumpMax > 0
             && jumpMin <= 0
             && jumping == true
             && holdingJump == true)
         {
 //            gameObject.GetComponent<Rigidbody2D> ().AddRelativeForce (new Vector2 (0, jumpSpeed), ForceMode2D.Force);
             localVelocity.y = jumpSpeed;
 //            gameObject.GetComponent<Rigidbody2D> ().velocity += jumpVelocity;
 //            gameObject.GetComponent<Rigidbody2D> ().velocity = gameObject.GetComponent<Rigidbody2D> ().velocity + localVelocityUnglobalized;
             jumpMax = jumpMax - 1;
             gameObject.GetComponent<BoxCollider2D> ().enabled = false;
         }
 
         //Detect when the player lets go of the jump button mid-jump.
         if (Input.GetAxis ("Jump") == 0
             && jumping == true)
         {
             holdingJump = false;
         }
 
         if (gameObject.GetComponentInChildren<GroundCheckScript>().isHitting == true)
         {
             grounded = true;
         }
 
         else if (gameObject.GetComponentInChildren<GroundCheckScript>().isHitting == false)
         {
             grounded = false;
         }
 
         //Reset Sonic's grounding only if he's already jumped.
         if (gameObject.GetComponentInChildren<GroundCheckScript> ().isHitting == true
             && localVelocity.y < jumpSpeed)
         {
             jumpMax = jumpMaxAdjust;
             jumpMin = jumpMinAdjust;
             jumping = false;
             holdingJump = false;
             gameObject.GetComponent<AudioSource>().Stop();
         }
 
         //Creating the float variable "move"
         float move = Input.GetAxis("Horizontal");
 
         //Code for animation begins here...
 
         anim.SetFloat("Speed", Mathf.Abs(hSpeed));
         anim.SetBool("Ground", grounded);
         anim.SetBool("Jumping", jumping);
 
         //Code for animation ends here.
 
 
 
         //Code for movement begins here...
 
 
 
         //Programming Sonic to move left and right depending on key input
         if (Input.GetAxis("Horizontal") > .1
             && hSpeed <= speedCap)
         {
 //            GetComponent<Rigidbody2D> ().velocity = transform.TransformDirection (localVelocity);
             if (hSpeed <= speedCap)
             {
                 localVelocity.x = localVelocity.x + acceleration;
             }
         }
         else if (Input.GetAxis("Horizontal") < -.1)
         {
 //            GetComponent<Rigidbody2D> ().velocity = transform.TransformDirection (localVelocity);
             if (hSpeed >= (speedCap * -1))
             {
                 localVelocity.x = localVelocity.x - acceleration;
             }
         }
             
 
         //Programming Sonic to change his rotation and assume downward force when in the air.
         if (grounded == false) 
         {
             gameObject.GetComponent<ConstantForce2D> ().relativeForce = new Vector2 (0, 0);
             gameObject.GetComponent<ConstantForce2D> ().force = new Vector2 (0, gravity);
             //Only reset Sonic's rotation if he isn't jumping.
             if (jumpMin <= 0
                 && holdingJump == false
                 || jumpMax <= 0)
             {
                 //Reset Sonic's rotation.
                 if (transform.rotation.eulerAngles.z > 0
                     && transform.rotation.eulerAngles.z < 180) 
                 {
                     transform.Rotate (0, 0, -readjustRotatonSpeed);
                 }
                 if (transform.rotation.eulerAngles.z > 180) 
                 {
                     transform.Rotate (0, 0, readjustRotatonSpeed);
                 }
             }
         }
         else if (grounded == true)
         {
             gameObject.GetComponent<ConstantForce2D> ().relativeForce = new Vector2 (0, gravity);
             gameObject.GetComponent<ConstantForce2D> ().force = new Vector2 (0, 0);
         }
 
         //Programming in the code to make Sonic turn around if the player presses the other direction.
 
         if (move > 0 &&!facingRight)
             Flip();
         else if (move < 0 && facingRight)
             Flip();
 
         //Raycasting...
 //        Ray groundAlign = new Ray(transform.position,Vector3.down);
 //        Physics2D.Raycast(groundCheck, new Vector2(0, groundCheck.localRotation.z), 1f, 0);
     }
         
 
     void Flip()
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 
     void Resistance()
     {
         
     }
 }
 
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