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Question by Scourmya · Aug 06, 2019 at 09:28 AM · c#2d2d game2d-physics2d platformer

The player randomly freezes in place while other objects move ingame

So i've made a script a long while back and then i left it be while i was making my game, now it starts to bother me since i cant publish a game with errors like that, so basically my character freezes randomly in place when holding a or d in my 2D game.

Heres the code : using UnityEngine; using System.Collections; using UnityEngine.SceneManagement;

 public class PlayerController : MonoBehaviour
 {
     // Floats
     public float speed;
     public float jumpforce;
     private float moveInput;
     public float CheckRadius;
 
     // References
     private Rigidbody2D rb;
     public Transform groundCheck;
     public LayerMask whatIsGround;
     public LayerMask wallLayerMask;
     public Transform wallCheckPoint;
 
     // bools
     private bool isGrounded;
     private bool facingRight;
     public bool wallSliding;
     public bool wallCheck;
     
     // ints
     private int extraJumps;
     public int extraJumpValue;
 
 
     void Start()
     {
         facingRight = true;
         extraJumps = extraJumpValue;
         rb = GetComponent<Rigidbody2D>();
     }
 
 
     void FixedUpdate()
     {
         isGrounded = Physics2D.OverlapCircle(groundCheck.position, CheckRadius, whatIsGround);
 
         float horizontal = Input.GetAxis("Horizontal");
         moveInput = Input.GetAxis("Horizontal");
         Debug.Log(moveInput);
         rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
         Flip(horizontal);
     }
 
 
     void Update()
     {
         if(isGrounded == true)
         {
             extraJumps = extraJumpValue;
         }
         if (Input.GetKeyDown(KeyCode.W) && extraJumps > 0 && !wallSliding)
         {
             rb.velocity = Vector2.up * jumpforce;
             extraJumps--;
         }
         else if(Input.GetKeyDown(KeyCode.W) && extraJumps == 0 && isGrounded == true) 
         {
             rb.velocity = Vector2.up * jumpforce;
         }
         if (!isGrounded)
         {
             wallCheck = Physics2D.OverlapCircle(wallCheckPoint.position, 0.1f, wallLayerMask);
             if (facingRight && Input.GetAxis("Horizontal") > 0.1f || !facingRight && Input.GetAxis("Horizontal") < 0.1f);
             {
                 if(wallCheck)
                 {
                     HandleWallSliding();
                 }
             }
         }
         if(wallCheck == false || isGrounded)
         {
             wallSliding = false;
         }
     }
 
     void HandleWallSliding()
     {
         rb.velocity = new Vector2(rb.velocity.x, -0.7f);
         wallSliding = true;
         if (Input.GetKeyDown(KeyCode.W))
         {
             if(facingRight)
             {
                 rb.AddForce(new Vector2(-1.5f, 3) * jumpforce);
             }
             else
             {
                 rb.AddForce(new Vector2(1.5f, 3) * jumpforce);
             }
         }
     }
 
     private void Flip(float horizontal)
     {
         if(horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
         {
             facingRight = !facingRight;
             Vector3 theScale = transform.localScale;
             theScale.x *= -1;
             transform.localScale = theScale;
         }
     }
 }

i've set the layers, worked with changing colliders, nothing, it randomly freezes sometimes and i don't know how to fix it :(

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avatar image suIly · Aug 06, 2019 at 01:45 PM 0
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If you use " rb.velocity = new Vector2(moveInput speed, rb.velocity.y);" the player will freeze because you aren't adding onthe velocity. IE: rb.velocity += new Vector2(moveInput speed, rb.velocity.y);

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Answer by suIly · Aug 06, 2019 at 01:38 PM

If you use " rb.velocity = new Vector2(moveInput speed, rb.velocity.y);" the player will freeze because you aren't adding onthe velocity. IE: rb.velocity += new Vector2(moveInput speed, rb.velocity.y);

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