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Question by Eyeshock · Jan 17, 2013 at 06:32 AM · buildcontrollermoveunity 4upgrade

Why does Controller.move work fine in editor, but not in build since 4.0 upgrade?

I just upgraded to Unity 4 from Unity 3.5.6. I'm using a custom script to move a character controller; Everything works fine in the editor, and I can run the game just fine until I build it; suddenly, everything about the script is still responding (direction facing, animation, etc.), so it's not erroring out, but it's like my character is locked in place for some reason. I can even network the build with my editor player, and the editor player moves fine while the build player is still locked in place. Please advise! I can supply whatever data is necessary.

Windows 7 64 Bit. Intel Core i3 CPU 550 3.20 Ghz 12 GB

Code used: Standard examples provided in Unity library. // Single Move Call _collisionFlag = _controller.Move (_moveDirection * Time.deltaTime);

I reiterate: this works fine in the editor game window, but I am unable to move in the build.

Here's the build: http://www.eyeshock.com/_tempdocs/Build.rar

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avatar image cdrandin · Jan 17, 2013 at 07:38 AM 0
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Just because miracles can sometimes happen. Try shutdown Unity completely and reopen then rebuild

avatar image doublethink · Jan 17, 2013 at 10:46 PM 0
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Do you have an extra rigidbody or collider on your character control parent? See this post http://answers.unity3d.com/questions/7671/guidelines-for-using-rigidbody-collider-characterc.html

avatar image Eyeshock · Jan 23, 2013 at 01:36 AM 0
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Doesn't appear to be any kind of miracle (maybe I'm just lucky like that :p), as it is a recurring problem.

Good thinking doublethink. I gave it a shot, taking away all other trigger, colliders, and rigidbodies from children and parents. Still a no-go. :( This would be so much easier to bug check if the bug occured in editor.

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Answer by Eyeshock · Jan 23, 2013 at 02:49 AM

The controller.move function is not the cause of the problem. For some reason, the moveSpeed (a public inspector variable) is being set to 0 in the builds. See the below link for more information.

http://forum.unity3d.com/threads/167360-Unity4-Ignoring-Inspector-Initialized-Public-Value-in-Build-Works-Editor-amp-UnityV3?p=1144646#post1144646

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