Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by rhodesjacobm · Feb 25, 2018 at 01:24 AM · unity 2djumpjumping

Double jump code allows player to triple jump when on ground

I am trying to have my script allow the player to double jump, whether he is on the ground or falling off a platform. In my current logic, if the player is on the ground, he is allowed to double jump. If the player is falling off a platform, he is able to double jump. I'm at a loss for what I'm doing wrong. Can anyone point me in the right direction?

 private void FixedUpdate()
  {
      //used to calculate sprite
      IsGrounded = Physics2D.OverlapCircle(GroundCheck.position, GroundCheckRadius, GroundLayer);
  }
  
 void Update()
 {
  
     if (IsGrounded)
         NumJumpsRemaining = MaxNumJumps;
  
     if (Input.GetButtonDown("Jump"))
         Jump();
  
     /*Other Movement
       Code Here*/
 }
  
 public void Jump()
 {
  
     if (NumJumpsRemaining > 0)
     {
         myRigidBody.velocity = new Vector2(myRigidBody.velocity.x, JumpHeight);
         PlayJumpSound();
         NumJumpsRemaining--;
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Hamburgert · Feb 25, 2018 at 10:51 AM

Stab in the dark here, but I guess your IsGrounded has time to reset NumJumpsRemaining (line 11) before the player has left the ground.

Try moving that reset to the fixedupdate instead, just after line 4, which will decrease the chance of "grabbing the ground just after jumping". You could also put a short timer on the reset NumJumpsRemaining, try forcing it to wait for atleast 0.1 second after jumping before being able to reset.

I'm sure there are many ways to remedy this, assuming that this is even the source of your problem.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image rhodesjacobm · Feb 25, 2018 at 04:17 PM 0
Share

Both of your ideas actually lead me to the reason why my code wasn't working. Like you suggested, the issue lied within having the IsGrounded check in the FixedUpdate while having the NumJumpsRemaining in the regular Update.

Basically, I would be resetting the NumJumpsRemaining on the very first frame my player would be jumping would gave him the extra jump. To fix this, I used your other suggestion, adding in a 0.1s timer.

I appreciate the help. This one left me puzzled for a while.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

77 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity 2D Enemy jump Question (Frog jump) 1 Answer

,Fps Controller jumps automaticalley 0 Answers

Player Is infinite jumping 1 Answer

I am slowly falling down with the jump animation 4 Answers

2D Jump animation using PlayerInput 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges