7.12 Player ending up in the air

As I tested the victory screen, I noticed that when I rushed through I kept ending up in the air around one upstairs corner spot with an enemy in particular. Haven’t found any similar spots. If I don’t rush through, it doesn’t seem to happen, and once the enemy is dead, it doesn’t seem to happen, not that I’ve run through enough times to be sure of that. What should I look at to diagnose the issue?

Sorry this question hasn’t been addressed yet. There are still a lot of bumps and moguls we’re dealing with across the whole team.

The first step is to build a bug profile, which you have already started ( :+1:). Since you aren’t totally certain of the repro steps, do some additional testing and try to get as solid an idea as possible about exactly how to reproduce the bug. Ideally, you can reproduce it 100% of the time, but occasionally you have to settle for less. That’s ok at this stage, because whenever you get new information, you should continuously update this bug profile. Like… multiple times a minute if you can get the info that fast =)

You also want to be able to define, in very specific language, exactly what you’re seeing now, and what you should be seeing instead. That seems obvious I’m sure, but doing this will help make the difference more noticeable to you from a technical standpoint, which can help you figure out what mechanics or features may be involved (or indeed uninvolved. I’ll get back to that in a moment). It makes building hypotheses easier because it gives you something more exact to target.

I don’t quite understand what you mean by this. It sounds like your Player is floating above the ground when it shouldn’t be, but because of the other repro prerequisites you’ve listed here, there may well be more to it than that. If given this exact project and bug profile, the first thing I would do is systematically alter and remove those prerequisites (one change at a time, and most likely reversing it before making the next change) as a way of testing whether these are, in fact, necessary for the bug to occur. If the bug happens regardless of the state of something, it very likely (but not certainly) can be eliminated as a contributing factor, and that simplifies your investigation. Update your bug profile accordingly (but never delete something that seems wrong, because occasionally you were right the first time). You may (hopefully) also discover that a particular change fixes the bug in an undesired way, such as deleting the enemy entirely. This also simplifies your investigation; update your bug profile.

In short, one of the best ways to diagnose is to repeatedly apply the scientific method, and to use the results of your tests to refine your understanding of the system, which in turn may lead to additional test ideas. I can’t give you any more specific guidance at this stage because I don’t fully follow what you’re experiencing, but I can try to help you with this process and work through your findings with you if you post them. Give it a shot and let me know what you discover =)

I think I found the cause though I don’t understand why it causes it. The enemy that caused it was the only one with a non-zero rotation. It doesn’t seem to happen after changing that. I guess the player climbed up the enemy when their rotation was altered?

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Seems like that’s a good possibility. “Spot the Difference” generally does result in bug solutions, particularly when the difference exists on a single instance instead of as part of an object scene etc., so it sounds like you nailed this one. Excellent job!

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