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Question by devtandon2006 · Jun 12, 2020 at 10:00 AM · 2d2d gameplayerjump

My 2d Unity character won't jump.,2D Unity sprite not jumping

I've looked all over this site and stack overflow but none of the solutions there are working for me. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class Player : MonoBehaviour
 {
 
     private Rigidbody2D myRigidbody;
 
     [SerializeField]
     public float jumpSpeed;
 
     private Animator myAnimator;
 
     [SerializeField]
     private float movementSpeed;
 
     private bool facingLeft;
 
     [SerializeField]
     private Transform[] groundPoints;
 
     [SerializeField]
     private float groundRadius;
 
     [SerializeField]
     private LayerMask whatIsGround;
 
     private bool isGrounded;
 
     private bool jump;
     
     [SerializeField]
     private float jumpForce;
 
     // Start is called before the first frame update
     void Start()
     {
         facingLeft = true;
         myRigidbody = GetComponent<Rigidbody2D>();
         myAnimator = GetComponent<Animator>();
 
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         float horizontal = Input.GetAxis("Horizontal");
         Debug.Log(horizontal);
 
         isGrounded = IsGrounded();
 
         HandleMovement(horizontal);
 
         flip(horizontal);
 
         HandleInput();
 
     }
 
     private void HandleMovement(float horizontal)
     {
 
         myRigidbody.velocity = new Vector2(horizontal * movementSpeed, myRigidbody.velocity.y);
 
         myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
 
         if (isGrounded && jump)
         {
             isGrounded = false;
             myRigidbody. AddForce(new Vector2(0, jumpForce));
         }
 
     }
 
     private void HandleInput()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             jump = true;
         }
     }
 
     private void flip(float horizontal)
     {
         if (horizontal < 0 && !facingLeft || horizontal > 0 && facingLeft)
         {
             facingLeft = !facingLeft;
 
             Vector3 theScale = transform.localScale;
 
             theScale.x *= -1;
 
             transform.localScale = theScale;
         }
     }
 
     private bool IsGrounded()
     {
         if (myRigidbody.velocity.y <= 0)
         {
             foreach (Transform point in groundPoints)
             {
                 Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
 
                 for (int i = 0; i < colliders.Length; i++)
                 {
                     if (colliders[i].gameObject != gameObject)
                     {
                         return true;
                     }
                 }
             }
         }
         return false;
     }
 
 }
 

Does anyone know what is wrong with this code? Again, I've looked over stack overflow and this site, none of those answers worked for me.,I've looked all around this site and stack overflow, but none of the solutions are solving it. My character won't jump when I hit the space key. At this point I have zero idea why.

Here's what I have.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player : MonoBehaviour
 {
 
     private Rigidbody2D myRigidbody;
 
     [SerializeField]
     public float jumpSpeed;
 
     private Animator myAnimator;
 
     [SerializeField]
     private float movementSpeed;
 
     private bool facingLeft;
 
     [SerializeField]
     private Transform[] groundPoints;
 
     [SerializeField]
     private float groundRadius;
 
     [SerializeField]
     private LayerMask whatIsGround;
 
     private bool isGrounded;
 
     private bool jump;
     
     [SerializeField]
     private float jumpForce;
 
     // Start is called before the first frame update
     void Start()
     {
         facingLeft = true;
         myRigidbody = GetComponent<Rigidbody2D>();
         myAnimator = GetComponent<Animator>();
 
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         float horizontal = Input.GetAxis("Horizontal");
         Debug.Log(horizontal);
 
         isGrounded = IsGrounded();
 
         HandleMovement(horizontal);
 
         flip(horizontal);
 
         HandleInput();
 
     }
 
     private void HandleMovement(float horizontal)
     {
 
         myRigidbody.velocity = new Vector2(horizontal * movementSpeed, myRigidbody.velocity.y);
 
         myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
 
         if (isGrounded && jump)
         {
             isGrounded = false;
             myRigidbody. AddForce(new Vector2(0, jumpForce));
         }
 
     }
 
     private void HandleInput()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             jump = true;
         }
     }
 
     private void flip(float horizontal)
     {
         if (horizontal < 0 && !facingLeft || horizontal > 0 && facingLeft)
         {
             facingLeft = !facingLeft;
 
             Vector3 theScale = transform.localScale;
 
             theScale.x *= -1;
 
             transform.localScale = theScale;
         }
     }
 
     private bool IsGrounded()
     {
         if (myRigidbody.velocity.y <= 0)
         {
             foreach (Transform point in groundPoints)
             {
                 Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
 
                 for (int i = 0; i < colliders.Length; i++)
                 {
                     if (colliders[i].gameObject != gameObject)
                     {
                         return true;
                     }
                 }
             }
         }
         return false;
     }
 
 }
 

Does anyone know whats wrong here?

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avatar image devtandon2006 · Jun 10, 2020 at 02:46 PM 0
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Ok, since i typed in the post and then signed in, the post went away, so I typed it again, so now for some reason now its doubled, sorry.

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