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Question by Brandoboy · Aug 23, 2016 at 01:30 AM · c#jumpnot working

Player in Unity refuses to Jump

ok, so I was following a tutorial on how to make a 2d platformer, and after the video that we redid the code for the jump functionality nothing happens when i press spacebar!

code in C#!!

here is the jump behavior code: using UnityEngine; using System.Collections;

 public class JumpBehavior : StateMachineBehaviour {
 
     // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
     override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         Player.Instance.Jump = true;
     }
 
     // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
     //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
     //
     //}
 
     // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
     override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         Player.Instance.Jump = false;
     }
 
     // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
     //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
     //
     //}
 
     // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
     //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
     //
     //}
 }

and here is the player code:

 using UnityEngine;
 using System.Collections;
 
 public class Player : Character
 {
 
     private static Player instance;
 
     public static Player Instance
     {
         get
         {
             if (instance == null)
             {
                 instance = GameObject.FindObjectOfType<Player>();
             }
             return instance;
         }
 
         set
         {
             instance = value;
         }
     }
 
     [SerializeField]
     private Transform[] groundPoints;
 
     [SerializeField]
     private float groundRadius;
 
     [SerializeField]
     private LayerMask whatIsGround;
 
     [SerializeField]
     private bool airControl;
 
     [SerializeField]
     private float jumpForce;
 
     public Rigidbody2D MyRigidbody { get; set; }
 
     public bool Slide { get; set; }
     public bool Jump { get; set; }
     public bool OnGround { get; set; }
 
     // Use this for initialization
 
     public override void Start()
     {
 
         base.Start();
 
         MyRigidbody = GetComponent<Rigidbody2D>();
 
     }
 
     void Update()
     {
         handleInput();
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
 
         float horizontal = Input.GetAxis("Horizontal");
 
         OnGround = IsGrounded();
 
         HandleMovement(horizontal);
 
         Flip(horizontal);
 
         HandleLayers();
 
     }
 
     private void HandleMovement(float horizontal)
     {
         if (MyRigidbody.velocity.y < 0)
         {
             myAnimator.SetBool("land", true);
         }
         if (!Attack && !Slide && (OnGround || airControl))
         {
             MyRigidbody.velocity = new Vector2(horizontal * movementSpeed, MyRigidbody.velocity.y);
         }
         if (Jump && MyRigidbody.velocity.y == 0)
         {
             MyRigidbody.AddForce(new Vector2(0, jumpForce));
         }
 
         myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
 
     }
 
     private void handleInput()
     {
 
         if (Input.GetKeyDown(KeyCode.Space))
         {
             myAnimator.SetTrigger("jump");
         }
 
         if (Input.GetKeyDown(KeyCode.Mouse0))
         {
             myAnimator.SetTrigger("attack");
         }
 
         if (Input.GetKeyDown(KeyCode.LeftShift))
         {
             myAnimator.SetTrigger("slide");
         }
 
         if (Input.GetKeyDown(KeyCode.Mouse1))
         {
             myAnimator.SetTrigger("throw");
         }
 
     }
 
     private void Flip(float horizontal)
     {
         if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
         {
             ChangeDirection();
         }
     }
 
     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;
 
     }
 
     private void HandleLayers()
     {
         if (!OnGround)
         {
             myAnimator.SetLayerWeight(1, 1);
         }
         else
         {
             myAnimator.SetLayerWeight(1, 0);
         }
     }
 
     public override void ThrowKnife(int value)
     {
 
         if (!OnGround && value == 1 || OnGround && value == 0)
         {
             base.ThrowKnife(value);
         }
     }
 
 }

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