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Question by BenediktFisch · May 20, 2016 at 06:22 PM · 2dscripting problemphysicsrigidbody2dcoroutines

Coroutine not working properly

I wrote a simple coroutine that increases the character speed for half a second (FYI Creating the illusion of a dogde). This is the code

 using UnityEngine;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour {
 
     public float characterSpeed = 0.10F;
 
     void FixedUpdate()
     {                                                 
         if (Input.GetKey(KeyCode.W))                                
         {
             transform.Translate(Vector2.up * characterSpeed);
         }
         if (Input.GetKey(KeyCode.A))
         {
             transform.Translate(Vector2.left * characterSpeed);
         }
         if (Input.GetKey(KeyCode.S))
         {
             transform.Translate(Vector2.down * characterSpeed);
         }
         if (Input.GetKey(KeyCode.D))
         {
             transform.Translate(Vector2.right * characterSpeed);
         }
 
         if (Input.GetKey(KeyCode.LeftShift))
         {
             characterSpeed = 0.2F;
         } else {
             characterSpeed = 0.10F;
         }
 
         if (Input.GetKeyDown(KeyCode.Space))
         {
             StartCoroutine("Roll");
         }
             
     }
 
     IEnumerator Roll()
     {
         characterSpeed = 0.20f;
 
         yield return new WaitForSeconds(0.5f);
 
         characterSpeed = 0.10f;
     }
 }

The Coroutine is called "Roll" and as far as i know everything is correct. I used the Unity Manual. Now everytime i press space character Speed increases. But only for 1 or so frame (Used the Console to read the value). Why is that so?

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Answer by FortisVenaliter · May 20, 2016 at 06:27 PM

FixedUpdate is called every frame. And every frame, you have this code:

      if (Input.GetKey(KeyCode.LeftShift))
      {
          characterSpeed = 0.2F;
      } else {
          characterSpeed = 0.10F;
      }


...which resets the speed to 0.1 if left shift is not held down.

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avatar image BenediktFisch · May 20, 2016 at 06:30 PM 0
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So is have to disable that code. I already wanted to lock the controls so the dodge has to be completed before the player can do anything.

avatar image FortisVenaliter BenediktFisch · May 20, 2016 at 06:36 PM 1
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Pretty much, yeah. $$anonymous$$aybe have a bool isDodging that gets set to true at the start, then false after the WaitForSeconds, and disable the rest if it's true.

avatar image BenediktFisch FortisVenaliter · May 20, 2016 at 06:57 PM 0
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I´ve done as you said and it works just perfectly. Thank you very much!

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