I have a simple player movement script, but I am running into the following error 'RenderBuffer' does not contain a definition for 'velocity', and I don't know how to fix it.
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.Antlr3.Runtime.Tree;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;
private BoxCollider2D coll;
private bool hasDoubleJumped = false;
[SerializeField] private float moveSpeed = 7f;
[SerializeField] private float jumpForce = 14f;
[SerializeField] private LayerMask jumpableGround;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
coll = GetComponent<BoxCollider2D>();
}
private void Update()
{
float dirX = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
if (Input.GetButtonDown("Jump") && IsGrounded())
{
hasDoubleJumped = false;
rb.velocity = new Vector2(RenderBuffer.velocity.x, jumpForce);
}
else if (Input.GetButtonDown("Jump") && !hasDoubleJumped)
{
hasDoubleJumped = true;
rb.velocity = new Vector2(RenderBuffer.velocity.x, jumpForce);
}
}
private bool IsGrounded()
{
return Physics2D.BoxCast(coll.bounds.center, coll.bounds.size, 0f, Vector2.down, .1f, jumpableGround);
}
}
I have tried changing a few things, but it doesn't seem to solve my problem.
CodePudding user response:
On your jump logic you wrote RenderBuffer.velocity.x
, seems out of place, try rb.velocity.x
if you want to to access the current rigidbody velocity.
CodePudding user response:
It looks like the problem is with the code RenderBuffer.velocity
which is trying to access the velocity property of RenderBuffer, but velocity isn't a property of RenderBuffer. I notice you also have code like rb.veclocity
where rb refers to a RigidBody (which does have a velocity property). Could you have a typo here? Perhaps you just need to replace RigidBody.velocity
with rb.velocity
in your code.