freddespeed
freddespeed

Reputation: 1

Unity 2D, Vector2 + Vector2 Not Outputting the result

I'm adding two Vector2's together and the result is simply the first Vector2 even though the second Vector2 has a value, its a small value but still a clear value which should be added to the first one. Does anyone know what could output this?

Code that has the debug logs and the addition of Vector2s:

   public virtual WeaponState UpdateState()
    {
        Vector3 translate = new Vector2(Mouse.current.delta.x.ReadValue(), Mouse.current.delta.y.ReadValue()) * sensitivity;
        if ((Vector2)translate == Vector2.zero)
            return this;

        Debug.Log("WeaponPos: " + weapon.transform.position);
        Debug.Log("Translation: " + translate);
        Vector2 newMousePos = new Vector2(weapon.transform.position.x + translate.x, weapon.transform.position.y + translate.y);
        Debug.Log("WeaponPos + Translation: " + newMousePos + ". WeaponPos: " + weapon.transform.position);
        Vector2 pivotPoint = weapon.GetPivot();
        float distanceWhenTraveled = UtilityF.Distance2D(newMousePos, pivotPoint);
        return Execute(pivotPoint, newMousePos, distanceWhenTraveled);
    }

An example of an output:

WeaponPos: (-9.02, 2.41, 0.00)
Translation: (0.00, -0.01, 0.00)

WeaponPos + Translation: (-9.02, 2.41). WeaponPos: (-9.02, 2.41, 0.00)

Why is the result of "WeaponPos + Translation" not (-9.02, 2.40) here instead?

This is the place where the debug logs are written

This is the output of the debug logs captured

Upvotes: 0

Views: 228

Answers (0)

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