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I have a problem with my jump script
My jump script checks if the player is grounded, and then if they are holding the spacebar, but my it only checks if the player is grounded on the first frame the player is touching the ground. How can I loop it so it checks every frame of the game? Here is my code:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class JumperScript : MonoBehaviour {
[SerializeField]
Rigidbody Player;
[SerializeField]
string strTag;
[SerializeField]
KeyCode Jump;
[SerializeField]
Vector3 JumpV3;
void OnCollisionEnter(Collision collision)
{
if (collision.collider.tag == strTag)
{
Player.AddForce(JumpV3);
}
}
}
Answer by JxWolfe · Apr 09, 2020 at 06:04 PM
OnCollisionEnter is called every time a new object enters a collider that has been tagged (trigger). If the player jumps upward and doesn't jump, then there could only be so many options.
A ) The collider on the player is too large, thus meaning the collider never leaves the ground (or whatever strTag refers to). Test this by using OnCollisionExit and a print statement to decide if the collider never leaves the ground. However, this seems unlikely if the player is jumping from the ground on your inital run. (drop the player from a considerable height. If it jumps before it hits the ground this solution is also very likely)
B ) strTag isn't properly assigned to the ground object, I've seen this happen too often to not include it. (As you are jumping once tho, it doesn't seem to be very likely)
C ) Your code is not 100% what you have shown, and are using a bool to check if the player can jump right now and you've attached that to a button/key/click whatever. It may be possible that you have forgotten to set that bool, or you're if statement could be funky.
Hope it helps,
the most likely option is definitely A. If that still doesn't do it for you then I'll take a deeper look.
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