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Question by Scientist28 · Sep 10, 2019 at 12:38 PM · functionfsmtps

Skillshare projects code not working,What's wrong with this code? Code is from Full Project of Skillshare

I try to learn from Skillshare by replicating projects. I know quite a lot from there but sometimes I have no answers why the stuff not working so I came here with hope that someone possibly could know the correct answer.

T$$anonymous$$s code is for one of the Ball Games. T$$anonymous$$s particular is to move the player (the Ball or any object) with Input - more likely with keyboard. I created plane and ball with Rigidbody - standard epic stuff.

In Visual Studio t$$anonymous$$s code is 100% perfect - no errors, no warnings, no any kind of suggestions even!!

However - in Unity t$$anonymous$$s code does not$$anonymous$$ng - by not$$anonymous$$ng I mean particularly these lines of code:

     transform.position = Vector3.Lerp(gameObject.transform.position, new Vector3(Mathf.Clamp(gameObject.transform.position.x + moveHorizontal, -2.5f, 2.5f), gameObject.transform.position.y, gameObject.transform.position.z), directionalSpeed * Time.deltaTime);

  • its suppost to take input from keyboard as tutorial shows it - on author's video it works - on my PC - it does not working - I tested t$$anonymous$$s code in two version of Unity - 2018.2 and even 2019.2 - Unity shows no errors and Visual Studio even got no errors but that lines DO NOTHING!! It does not take any input from keyboard!

Please HELP!!!

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Player : MonoBehaviour

{ public float playerSpeed = 100; public float directionalSpeed = 20;

 void Start()
 {

 }
     
 void Update()
 {
     float moveHorizontal = Input.GetAxis("Horizontal");
 //    Debug.Log(moveHorizontal); - I wrote t$$anonymous$$s line for testing purposes

     transform.position = Vector3.Lerp(gameObject.transform.position, new Vector3(Mathf.Clamp(gameObject.transform.position.x + moveHorizontal, -2.5f, 2.5f), gameObject.transform.position.y, gameObject.transform.position.z), directionalSpeed * Time.deltaTime);

     GetComponent<Rigidbody>().velocity = Vector3.forward * playerSpeed * Time.deltaTime;

 }

}

,I try to learn from Skillshare by replicating projects. I know quite a lot from there but sometimes I have no answers why the stuff not working so I came here with hope that someone possibly could know the correct answer.

T$$anonymous$$s code is for one of the Ball Games. T$$anonymous$$s particular is to move the player (the Ball or any object) with Input - more likely with keyboard.

In Visual Studio t$$anonymous$$s code is 100% perfect - no errors, no warnings, no any kind of suggestions even!!

However - in Unity t$$anonymous$$s code does not$$anonymous$$ng - by not$$anonymous$$ng I mean particularly these lines of code:

     transform.position = Vector3.Lerp(gameObject.transform.position, new Vector3(Mathf.Clamp(gameObject.transform.position.x + moveHorizontal, -2.5f, 2.5f), gameObject.transform.position.y, gameObject.transform.position.z), directionalSpeed * Time.deltaTime);

  • its suppost to take input from keyboard as tutorial shows it - on author's video it works - on my PC - it does not working - I tested t$$anonymous$$s code in two version of Unity - 2018.2 and even 2019.2 - Unity shows no errors and Visual Studio even got no errors but that lines DO NOTHING!! It does not take any input from keyboard!

Please HELP!!!

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Player : MonoBehaviour

{ public float playerSpeed = 100; public float directionalSpeed = 20;

 void Start()
 {

 }
     
 void Update()
 {
     float moveHorizontal = Input.GetAxis("Horizontal");
 //    Debug.Log(moveHorizontal); - I wrote t$$anonymous$$s line for testing purposes

     transform.position = Vector3.Lerp(gameObject.transform.position, new Vector3(Mathf.Clamp(gameObject.transform.position.x + moveHorizontal, -2.5f, 2.5f), gameObject.transform.position.y, gameObject.transform.position.z), directionalSpeed * Time.deltaTime);

     GetComponent<Rigidbody>().velocity = Vector3.forward * playerSpeed * Time.deltaTime;

 }

}

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