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Question by Kiby100 · Jan 03, 2019 at 05:48 AM · character controllercharacter movementisgroundedcharacter.move

Character controller does not jump

Hi, my character controller does not jump even though it gets the command. If I do test and print (something) with "if (Input.GetButton (" Jump ") && controller.isGrounded), it works. So it has to be in the move direction.

Here my code: using UnityEngine; using System.Collections;

public class PlayerController : MonoBehaviour {

 private Vector3 moveDirection = Vector3.zero;
 private CharacterController controller;

 public Transform playerCam, character, centerPoint;

 private float mouseX, mouseY;
 public float mouseSensitivity = 10f;
 public float mouseYPosition = 1f;

 private float moveFB, moveLR;
 public float Speed = 2f;
 public float Jump = 8.0f;
 public float Gravity = 20.0f;
 public bool isGrounded = false;

 private float zoom;
 public float zoomSpeed = 2;

 public float zoomMin = -2f;
 public float zoomMax = -10f;

 public float rotationSpeed = 5f;



 void Start()
 {
     zoom = -3;
     controller = GetComponent<CharacterController>();
 }



 void Update()
 {

     zoom += Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;

     if (zoom > zoomMin)
         zoom = zoomMin;

     if (zoom < zoomMax)
         zoom = zoomMax;

     playerCam.transform.localPosition = new Vector3(0, 0, zoom);

     if (Input.GetMouseButton(1))
     {
         mouseX += Input.GetAxis("Mouse X");
         mouseY -= Input.GetAxis("Mouse Y");
     }

     mouseY = Mathf.Clamp(mouseY, -60f, 60f);
     playerCam.LookAt(centerPoint);
     centerPoint.localRotation = Quaternion.Euler(mouseY, mouseX, 0);

     moveFB = Input.GetAxis("Vertical") * Speed;
     moveLR = Input.GetAxis("Horizontal") * Speed;

     Vector3 movement = new Vector3(moveLR, 0, moveFB);
     movement = character.rotation * movement;
     character.GetComponent<CharacterController>().Move(movement * Time.deltaTime);
     centerPoint.position = new Vector3(character.position.x, character.position.y + mouseYPosition, character.position.z);

     if (Input.GetAxis("Vertical") > 0 | Input.GetAxis("Vertical") < 0)
     {

         Quaternion turnAngle = Quaternion.Euler(0, centerPoint.eulerAngles.y, 0);

         character.rotation = Quaternion.Slerp(character.rotation, turnAngle, Time.deltaTime * rotationSpeed);

     }



     if (Input.GetButton("Jump") && controller.isGrounded)
     {
         moveDirection.y = Jump;
         isGrounded = false;
     }

     moveDirection.y = moveDirection.y - Gravity * Time.deltaTime;

     // Move the controller
     controller.Move(moveDirection * Time.deltaTime);
 }

},Hi, my character controller does not jump even though it gets the command. If I do test and print (something) with "if (Input.GetButton (" Jump ") && controller.isGrounded), it works. So it has to be in the move direction.

Here is my code:

using UnityEngine; using System.Collections;

public class PlayerController : MonoBehaviour {

 private Vector3 moveDirection = Vector3.zero;
 private CharacterController controller;

 public Transform playerCam, character, centerPoint;

 private float mouseX, mouseY;
 public float mouseSensitivity = 10f;
 public float mouseYPosition = 1f;

 private float moveFB, moveLR;
 public float Speed = 2f;
 public float Jump = 8.0f;
 public float Gravity = 20.0f;
 public bool isGrounded = false;

 private float zoom;
 public float zoomSpeed = 2;

 public float zoomMin = -2f;
 public float zoomMax = -10f;

 public float rotationSpeed = 5f;



 void Start()
 {
     zoom = -3;
     controller = GetComponent<CharacterController>();
 }



 void Update()
 {

     zoom += Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;

     if (zoom > zoomMin)
         zoom = zoomMin;

     if (zoom < zoomMax)
         zoom = zoomMax;

     playerCam.transform.localPosition = new Vector3(0, 0, zoom);

     if (Input.GetMouseButton(1))
     {
         mouseX += Input.GetAxis("Mouse X");
         mouseY -= Input.GetAxis("Mouse Y");
     }

     mouseY = Mathf.Clamp(mouseY, -60f, 60f);
     playerCam.LookAt(centerPoint);
     centerPoint.localRotation = Quaternion.Euler(mouseY, mouseX, 0);

     moveFB = Input.GetAxis("Vertical") * Speed;
     moveLR = Input.GetAxis("Horizontal") * Speed;

     Vector3 movement = new Vector3(moveLR, 0, moveFB);
     movement = character.rotation * movement;
     character.GetComponent<CharacterController>().Move(movement * Time.deltaTime);
     centerPoint.position = new Vector3(character.position.x, character.position.y + mouseYPosition, character.position.z);

     if (Input.GetAxis("Vertical") > 0 | Input.GetAxis("Vertical") < 0)
     {

         Quaternion turnAngle = Quaternion.Euler(0, centerPoint.eulerAngles.y, 0);

         character.rotation = Quaternion.Slerp(character.rotation, turnAngle, Time.deltaTime * rotationSpeed);

     }



     if (Input.GetButton("Jump") && controller.isGrounded)
     {
         moveDirection.y = Jump;
         isGrounded = false;
     }

     moveDirection.y = moveDirection.y - Gravity * Time.deltaTime;

     // Move the controller
     controller.Move(moveDirection * Time.deltaTime);
 }

}

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Answer by amirmohammadk · Jan 03, 2019 at 10:05 AM

hello. try this:

         public Rigidbody2D  rb2;
         float theJumpForce = 100;//or every number you want
         void Update (){
             if (Input.GetKeyDown(KeyCode.J)){
                 rb2.AddForce(new Vector2(0f, theJumpForce));
             }
         }


@Kiby100

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