I recently started messing around in Unity and I'm trying to make a 2D platformer game. I tried making it so that my player is only able to jump when it is grounded and this is the code I came up with, but it isn't working for some reason and I don't understand why.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
public float moveSpeed = 5;
public float jumpSpeed = 5;
public Rigidbody2D rb;
public GameObject gameObject;
bool isGrounded;
Vector3 movement;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
if (isGrounded)
{
Jump();
} else
{
// do nothing
}
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
transform.position = movement * Time.deltaTime * moveSpeed;
}
void Jump()
{
if (Input.GetKeyDown(KeyCode.Space))
{
rb.AddForce(new Vector2(0f, jumpSpeed), ForceMode2D.Impulse);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.CompareTag("Ground"))
{
isGrounded = true;
} else
{
isGrounded = false;
}
}
}
CodePudding user response:
Instead of having the else { isGrounded = false;}
inside of your collision check, add isGrounded = false;
inside of your Jump()
function so that you're guaranteed to only be able to jump while you're on the ground;
Additionally you could have Jump();
without the if
statement in your Update()
function and have it inside Jump()
like this if (isGrounded && Input.GetKeyDown(KeyCode.Space))
CodePudding user response:
you can use OnCollisionExit2D(Collision2D Collider) {}
to set isgrounded
to false. It would look like something like this:
void Jump()
{
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
rb.AddForce(new Vector2(0f, jumpSpeed), ForceMode2D.Impulse);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.tag == "Ground")
{
isGrounded = true;
}
}
void OnCollisionExit2D(Collision2D Collider)
{
if (Collider.tag == "Ground")
{
isGrounded = false;
}
}