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Just Wondering Why This Code Crashed Unity

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**I'm not looking for a way to fix the code since this wouldn't have the intended effect anyway, I was just wondering why it made Unity crash.** The code was supposed to make this sprite move away from the player, but it just crashed Unity instead. public Rigidbody2D rb2D; public Transform player; public float sensePlayerRadius = 3f; public float stopRunningRadius = 6f; public float speed = 10f; bool isRunning = false; void Update() { StartRunningAway(); } void StartRunningAway() { // If player is within the range the emu can sense if (Vector3.Distance(transform.position, player.position) <= sensePlayerRadius && !isRunning) { print("run"); isRunning = true; RunAway(); } else print("safe"); } void RunAway() { while(Vector3.Distance(transform.position, player.position) <= stopRunningRadius) { // Moves away from the player, a negative distance to move results in the object moving away from the target, not towards, multiplied by deltaTime to be framerate independent rb2D.MovePosition(Vector3.MoveTowards(transform.position, player.position, -speed * Time.deltaTime)); } isRunning = false; }

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