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Question by RJ30 · Mar 18 at 05:02 PM · 2dunity 2dside-scrolling

Jumping and Dashing in my game not working after building but works before building

My unity code won't run after building. I have had this issue before without building the game but I fixed it somehow. However I don't know what is stopping it from running. Here is my movement script: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class MovementScript : MonoBehaviour { [Header("My GameObjects and Scripts")] public Rigidbody2D rb; public GameObject dashGradient; public GameObject glock; public GameObject DashIndicator; public Animator playerAnim; [Header("Speed Variables")] public float moveSpeed; public float dashLength; [Header("Length and Height and Angle and Time Variables")] public float jumpHeight; public float playerHeight; [HideInInspector] public float angleOfMouse; public float dashTrailDelay; [Header("Bools")] [HideInInspector] public bool grounded; [HideInInspector] public bool canDash = true; void Start() { } void Update() { DebugLogs(); } void DebugLogs() { } void FixedUpdate() { //runs all commands that need to be in FixedUpdate SDJ(); Dashing(); } void SDJ() { //get the horizontal movement based on the unity "horizontal" axis, this takes AD and arrows into account. EDIT HERE FOR JUMP REQUIREMENTS!!!!! float horizontalMove = Input.GetAxis("Horizontal"); transform.Translate(Vector3.right * horizontalMove * moveSpeed * Time.deltaTime * 10); //jump functions //starts a jump function to check if player is grounded and presses space. EDIT HERE FOR JUMP REQUIREMENTS!!!!! if (grounded && Input.GetButtonDown("Jump")) { playerAnim.SetTrigger("stretch"); Vector2 jumpDirection = new Vector2(horizontalMove * moveSpeed, jumpHeight * 10); rb.velocity = jumpDirection; } } //does something if the ground checking raycast hits the ground private void OnCollisionEnter2D(Collision2D collision) { grounded = true; } // as well as when it "unhits" (leaves the hit area) private void OnCollisionExit2D(Collision2D collision) { grounded = false; } //all about the canDash bool void CanIDashPlease() { //sets can dash based on these requirements. EDIT canDash BOOL HEREEEEE!!!!! canDash = true; // if requirements arent met then canDash is set to false canDash = true; //false when upgraded !!! } //takes care of dashing void Dashing() { //all dashing calculations CanIDashPlease(); DashingOrientation(); } //checks for exceptions and executes dashing and its graphics based on dashingCalculations();. dont set any requirements here. void DashingAway(Vector3 dashRotation) { // Code for DashIndicator sprite renderer detection DashIndicator = GameObject.Find("DashIndicator"); SpriteRenderer spriteRenderer = null; if (DashIndicator != null) { spriteRenderer = DashIndicator.GetComponent<SpriteRenderer>(); } // If holding down shift and can dash then if (Input.GetKeyDown(KeyCode.LeftShift) && canDash) { dashGradient.SetActive(true); glock.SetActive(false); GetComponent<TrailRenderer>().enabled = true; if (spriteRenderer != null) { spriteRenderer.enabled = true; } } // If let go of shift and can dash then if (Input.GetKeyUp(KeyCode.LeftShift) && canDash) { dashGradient.SetActive(false); glock.SetActive(true); if (spriteRenderer != null) { spriteRenderer.enabled = false; } // Disable TrailRenderer after 2 seconds StartCoroutine(DisableTrailRenderer(GetComponent<TrailRenderer>(), 2f)); rb.velocity = dashRotation * dashLength; } } IEnumerator DisableTrailRenderer(TrailRenderer trailRenderer, float delay) { trailRenderer.Clear(); // clear existing points yield return new WaitForSeconds(dashTrailDelay); trailRenderer.enabled = false; } //calculates values for the dash function, like mouse position void DashingOrientation() { //gets mouse Position and orientation Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePos.z = 0; //converts mouse orientations to degreees and calls it angleOfMouse Vector3 localDirection = transform.InverseTransformDirection(mousePos - transform.position); float angleOfMouse = Mathf.Atan2(localDirection.y, localDirection.x) * Mathf.Rad2Deg; //uses cos and sin to calculate dash rotation based on the degree radian and the radius length of the imaginary circle Vector3 dashRotation = transform.TransformDirection(new Vector3(Mathf.Cos(Mathf.PI / 180 * angleOfMouse) * dashLength, Mathf.Sin(Mathf.PI / 180 * angleOfMouse) * dashLength, 0f)); //communicates with dashing away and gives it the dashRotation DashingAway(dashRotation); } }

Please note that the only thing failing is the jump and dash functions and not the left to right movement.

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