so I started unity literally yesterday meaning this is my second day. I followed a tutorial to make a movement script, but when I continuously press space, I can jump like infinitely. This is my code below, is there any way to fix the infinite jump to just two jumps and then it resets when it hits the ground?
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
private Rigidbody2D body;
private void Awake()
{
body = GetComponent<Rigidbody2D>();
}
private void Update()
{
body.velocity = new Vector2(Input.GetAxis("Horizontal") * speed, body.velocity.y);
if (Input.GetKey(KeyCode.Space))
body.velocity = new Vector2(body.velocity.x, speed);
}
}
You can prevent this by adding time delay
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
[SerializeField] private float speed;
[SerializeField] private float jumpTimeDelay = 0.5f; // feel free to increase or decrease
private const float timeDelayConst = jumpTimeDelay;
private bool isGrounded = false;
private Rigidbody2D body;
private void Awake() {
body = GetComponent<Rigidbody2D>();
}
private void Update(){
body.velocity = new Vector2(Input.GetAxis("Horizontal") * speed,
body.velocity.y);
isGrounded = jumpTimeDelay <= 0;
jumpTimeDelay -= Time.time;
if (Input.GetKey(KeyCode.Space) && isGrounded){
body.velocity = new Vector2(body.velocity.x, speed);
jumpTimeDelay = timeDelayConst;
}
}
}
This is easily done by adding a boolean value to check if the player is grounded or not and change the value when player jumps. You also need to add a tag to your ground object so we can check if the player is touching the ground. To add tags to objects please refer to Unity - Manual: https://docs.unity3d.com/530/Documentation/Manual/Tags.html
Just for future these kind of questions are asked a lot so you can pretty much google your question and find similar answers.
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
private Rigidbody2D body;
private bool isGrounded = true;
private void Awake()
{
body = GetComponent<Rigidbody2D>();
}
private void Update()
{
body.velocity = new Vector2(Input.GetAxis("Horizontal") * speed, body.velocity.y);
if(Input.GetKey(KeyCode.Space))
{
if (isGrounded)
{
isGrounded = false;
body.velocity = new Vector2(body.velocity.x, speed);
}
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Ground") {
isGrounded = true;
}
}
}
Related
I'm making a simple platformer with a rolling ball that rolls around and collects coins to win each level. I'm using Unity's System input from Unity's package manager to help me with controls and key binding and have successfully gotten my ball to roll around with ease and collect coins with a nice UI setup. However, I would like to implement harder levels where the ball jumps. I can not figure out how to make the ball jump. I know there are others ways to go about this but I just can't figure out how to make it work in the system inputs.
(I know an if statement is needed to test if the ball is grounded however again I'm new and still learning)
Gameplay | OnJump in player input is for jumping | KeyBindings
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using TMPro;
public class PlayerController: MonoBehaviour
{
public float speed = 0;
public bool isGrounded;
public float jumpForce;
public TextMeshProUGUI countText;
public GameObject winTextObject;
private Rigidbody rb;
private int count;
private float movementX;
private float movementY;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
SetCountText();
winTextObject.SetActive(false);
}
private void OnMove(InputValue movementValue)
{
Vector2 movementVector = movementValue.Get<Vector2>();
movementX = movementVector.x;
movementY = movementVector.y;
}
private void onJump(InputValue value)
{
}
void SetCountText()
{
countText.text = "Count: " + count.ToString();
if(count >= 12)
{
winTextObject.SetActive(true);
}
}
private void FixedUpdate()
{
Vector3 movement = new Vector3(movementX, 0.0f, movementY);
rb.AddForce(movement * speed);
}
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.CompareTag("PickUp"))
{
other.gameObject.SetActive(false);
count = count + 1;
SetCountText();
}
}
}
Make sure you create a new tag called Ground and put it on everything you want your player to be able to jump on (the ground).
public float jumpHeight = 5f;
public bool isGrounded;
void Update()
{
if (isGrounded)//Checks if is on ground
{
if (Input.GetButtonDown("Jump"))//If the space is pressed
{
rb.AddForce(Vector3.up * jumpHeight)
}
}
}
void OnCollisionEnter(Collision other)//If touch other object
{
if (other.gameObject.tag == "Ground")//If other object has Ground tag
{
isGrounded = true;
}
}
void OnCollisionExit(Collision other)
{
if (other.gameObject.tag == "Ground")
{
isGrounded = false;
}
}
You can also do if (Input.GetButtonDown("Jump")) as
if (Input.GetKeyDown("space"))
or
if (Input.GetKeyDown(KeyCode.Space))
When I press my jump key, the player doesn't jump but the Debug message I added does print in console.
My code:
using UnityEngine;
public class PlayerController : MonoBehaviour
{
// Start is called before the first frame update
private Transform transform;
private Rigidbody2D rb;
private bool onground = false;
public float speed;
public float momentum;
public float jumpForce;
void Start()
{
rb = gameObject.GetComponent<Rigidbody2D>();
transform = rb.transform;
}
// Update is called once per frame
void Update()
{
}
private void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
Vector3 movement = new Vector3(moveHorizontal, 0, 0);
transform.position += movement * Time.deltaTime * speed;
if (Input.GetButtonDown("Jump") && onground)
{
Jump(jumpForce);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.collider.tag == "Floor")
{
onground = true;
Debug.Log("Player Is On Ground!");
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.collider.tag == "Floor")
{
onground = false;
Debug.Log("Player Is Not On The Ground!");
}
}
private void Jump(float force)
{
rb.velocity = Vector2.up * force * Time.deltaTime;
Debug.Log("Player Has Jumped!");
}
}
the player can move but not jump and haven't found any posts anywhere with a similar issue, I might not be looking hard enough or searching the correct thing but I just cannot find a solution to my problem.
First of all, you move the player by transform component but trying to jump by physics (rigidbody), it isn't a good idea and I recommend you to work only with rigidbody in this case. Also the multiply jump force by Time.deltaTime doesn't have a sense because you call the method from FixedUpdate(), I assume that the power of jump is too week to see the result so try to remove Time.deltaTime and increase the jumpForce value.
I have both player and ground with colliders 2D and player is supposed to stop on top of ground but instead it stops at the bottom of the ground.
Code
PlayerController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed;
private float moveSpeedStore;
public float speedMultiplier;
public float speedIncreateMilestone;
private float speedIncreateMilestoneStore;
private float speedMilestoneCount;
private float speedMilestoneCountStore;
public float jumpForce;
public float jumpTime;
private float jumpTimeCounter;
private bool stoppedJumping;
private bool canDoubleJump;
private Rigidbody2D myRigidbody;
public bool grounded;
public LayerMask whatIsGround;
public Transform groundCheck;
public float groundCheckRadius;
// private Collider2D myCollider;
private Animator myAnimator;
public GameManager theGameManager;
public AudioSource jumpSound;
public AudioSource deathSound;
// Start is called before the first frame update
void Start()
{
myRigidbody = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
jumpTimeCounter = jumpTime;
speedMilestoneCount = speedIncreateMilestone;
moveSpeedStore = moveSpeed;
speedMilestoneCountStore = speedMilestoneCount;
speedIncreateMilestoneStore = speedIncreateMilestone;
stoppedJumping = true;
}
// Update is called once per frame
void Update()
{
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
if(transform.position.x > speedMilestoneCount)
{
speedMilestoneCount += speedIncreateMilestone;
speedIncreateMilestone = speedIncreateMilestone * speedMultiplier;
moveSpeed = moveSpeed * speedMultiplier;
}
myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);
if(Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0) )
{
if(grounded)
{
myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
stoppedJumping = false;
jumpSound.Play();
}
if(!grounded && canDoubleJump)
{
myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
jumpTimeCounter = jumpTime;
stoppedJumping = false;
canDoubleJump = false;
jumpSound.Play();
}
}
if((Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0)) && !stoppedJumping)
{
if(jumpTimeCounter > 0)
{
myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
jumpTimeCounter -= Time.deltaTime;
}
}
if(Input.GetKeyUp(KeyCode.Space) || Input.GetMouseButtonUp(0))
{
jumpTimeCounter = 0;
stoppedJumping = true;
}
if(grounded)
{
jumpTimeCounter = jumpTime;
canDoubleJump = true;
}
myAnimator.SetFloat("Speed", myRigidbody.velocity.x);
myAnimator.SetBool("Grounded", grounded);
}
void OnCollisionEnter2D(Collision2D other) {
if(other.gameObject.tag == "killbox")
{
theGameManager.RestartGame();
moveSpeed = moveSpeedStore;
speedMilestoneCount = speedMilestoneCountStore;
speedIncreateMilestone = speedIncreateMilestoneStore;
deathSound.Play();
}
}
}
Player settings
Question
What should I do to hold my player on top of ground?
NOTE: it's my first question on unity ever so if you need any sort of code or data please just ask, I try my best to provide you what you need.
Thanks.
It looks like your collider is simply too high. You'll notice that the green box indicating your collider size and position is colliding with the correct spot on the ground. The bottom of it is just touching the top of the ground. You simply need to move the collider down on the player so that the bottom of the green box is at the bottom of the player's sprite.
I'm using Unity to make my character jump from a moving platform where it goes up & down infinitely. The problem I'm facing is when the moving platform goes up, the jump is working perfectly but when the platform is going down, my character can't jump most often & I can see the platform is "vibrating" a bit which is weird.
Here are my codes:
Moving Platform Script [NB - Rigidbody2D is set to Kinematic]
public class Moveground : MonoBehaviour
{
[SerializeField] private Transform posTop, posBot;
private float maxTop = -0.5f;
private float maxBot = -5.0f;
[SerializeField] private float speed;
[SerializeField] private Transform startPos;
private Vector2 nextPos;
private void Start()
{
nextPos = startPos.position;
}
private void FixedUpdate()
{
if (transform.position == posTop.position)
{
nextPos = posBot.position;
}
if (transform.position == posBot.position)
{
nextPos = posTop.position;
}
transform.position = Vector2.MoveTowards(transform.position, nextPos, speed*Time.deltaTime);
}
}
PlayerController.cs (Only Jump part)
[SerializeField] private LayerMask ground;
private Collider2D coll;
private void Start()
{
coll = GetComponent<Collider2D>();
}
private void Update()
{
InputManager();
}
private void InputManager()
{
if (Input.GetButtonDown("Jump") && coll.IsTouchingLayers(ground)) // Moving Platform's layer is also "ground"
{
Jump();
}
}
private void Jump() {
rb.velocity = new Vector2(rb.velocity.x, jumpforce); // jumpforce is a float number
}
How can I resolve this issue? I'm new to Unity.
Instead of "IsTouchingLayers" try something like this in the PlayerController class:
public bool IsGrounded()
{
return Physics2D.Raycast(transform.position, Vector3.down, 0.1f, ground);
}
and play around with the distance argument, which is the 0.1f one.
If your player transform is not at the bottom of the player, you can also put in something like this instead of 0.1f:
coll.bounds.extents.y + 0.1f
I am making my first Game and now I have a problem: I have a jump button when i press it I am jumping but when I am in the air I can press it again and jump in the air again. How can fix that, so I can jump only on the ground. Here is my Code:
using UnityEngine;
using System.Collections;
using UnityStandardAssets.CrossPlatformInput;
public class Move2D : MonoBehaviour
{
public float speed = 5f;
public float jumpSpeed = 8f;
private float movement = 0f;
private Rigidbody2D rigidBody;
// Use this for initialization
void Start()
{
rigidBody = GetComponent<Rigidbody2D>();
}
public void Jump()
{
rigidBody.AddForce(transform.up * jumpSpeed, ForceMode2D.Impulse);
}
// Update is called once per frame
}
Here is the Code
public class Move2D : MonoBehaviour
{
public bool isGrounded = false;
public float speed = 5f;
public float jumpSpeed = 8f;
private float movement = 0f;
private Rigidbody2D rigidBody;
// Use this for initialization
void Start()
{
rigidBody = GetComponent<Rigidbody2D>();
}
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.tag == "Ground") //you need to add a tag to your Ground, like "Ground"
{
isGrounded = true;
}
}
public void Jump()
{
rigidBody.AddForce(transform.up * jumpSpeed, ForceMode2D.Impulse);
isGrounded = false;
}
void Update()
{
if (Input.GetButtonDown("Jump") && isGrounded == true)
{
isGrounded = false;
Jump();
}
}
}
first of all you need a boolean (isGrounded). Then you have to check the collision between the player and the ground with
private void OnCollisionEnter2D(Collision2D other)
{
if(other.gameObject.tag == "Ground") //you need to add a tag to your Ground, like "Ground"
{
isGrounded = true;
}
}
And then in the Update method add this code:
if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
{
isGrounded = false;
Jump();
}