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Question by 1o482013581451 · Oct 28, 2016 at 06:16 PM · c#movementmovement scriptbooleanbool

Why is my bool being set to true when program is run?

When I start the game I get the message "Functioning Properly" and I'm not sure why... Debug Windows is set to clear on play too.

 using UnityEngine;
 using System.Collections;
 
 public class SimpleMovement : MonoBehaviour {
     public bool movingBackwards;
     public Vector2 thrustBackward;
     public Vector2 thrustForward;
     public Vector2 thrustUp;
     public Rigidbody2D rb2D;
     void Start () 
     {
         movingBackwards = false;
         thrustBackward = new Vector2 (-10, 0);
         thrustForward = new Vector2 (10, 0);
         thrustUp = new Vector2(0,4);
         rb2D = GetComponent<Rigidbody2D> ();
     }
     void Backward () 
     {
         rb2D.AddForce(thrustBackward, ForceMode2D.Force);
     }
     void Forward () 
     {
         rb2D.AddForce(thrustForward, ForceMode2D.Force);
     }
     void Jump () 
     {
         rb2D.AddForce(thrustUp, ForceMode2D.Impulse);
     }
     void Update() 
     {
         if (Input.GetKey(KeyCode.RightArrow))
             Forward();
         if(Input.GetKeyDown(KeyCode.Space))
             Jump();
         if(Input.GetKey(KeyCode.LeftArrow))
             Backward();
             movingBackwards = true;
         if (movingBackwards == true)
             Debug.Log ("Functioning Properly");
     }
 }
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Answer by TBruce · Oct 28, 2016 at 06:26 PM

It is because the variable movingBackwards in the Update() function is not within the if block as intended which can be seen here

 if(Input.GetKey(KeyCode.LeftArrow))
     Backward();
     movingBackwards = true;

In the above movingBackwards is always set to true from the very first frame. You want to change the block to look like this

 if(Input.GetKey(KeyCode.LeftArrow))
 {
     Backward();
     movingBackwards = true;
 }

Or you could move the variable movingBackwards to the Backward() function like this instead

 void Backward () 
 {
     movingBackwards = true;
     rb2D.AddForce(thrustBackward, ForceMode2D.Force);
 }

But no matter what I would suggest either placing this

 movingBackwards = false;

at the very top of the Update() function or in in the Forward() function. Otherwise once set to true the movingBackwards variable will remain true.

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