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Question by arvebrink · Oct 12, 2017 at 08:18 AM · scripting problemscripting beginner

Help with double jump script!

Hello! I would love some instructions on how to add the ability to double jump to my script. I'm super novice so a brief explanation would be very appreciated. :) This is the jump script my teacher helped me put together:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class JumpScript : MonoBehaviour
 {
     public float JumpForce = 100f;
     public float GroundCheckRayLength = 1f;
     public AudioSource JumpSource;
 
     private Rigidbody rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody>();
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Space) == true) // när/om vi trycker på space
         {
             if (Physics.Raycast(transform.position, Vector3.down, GroundCheckRayLength) == true) // om vår raycast nuddar marken
             {
                 rb.AddForce(Vector3.up * JumpForce); // om ovan är sant, hoppa uppåt
                 JumpSource.Play(); // om ovan är sant, spela ljudet
             }
             if (Physics.Raycast(transform.position, Vector3.forward, GroundCheckRayLength) == true) // om vår raycast nuddar marken
             {
                 rb.AddForce(Vector3.up * JumpForce); // om ovan är sant, hoppa uppåt
                 JumpSource.Play(); // om ovan är sant, spela ljudet
             }
         }
 
         Debug.DrawRay(transform.position, Vector3.down * GroundCheckRayLength, Color.red, 0.1f);

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Answer by MaxGuernseyIII · Oct 12, 2017 at 09:04 PM

If the problem is that you only want people to be able to initiate a jump when they are on the ground but, once they have legitimately initiated a jump, you want them to be able to jump one more time, you have a state machine you want to define.

Instead of checking whether or not they are on the ground in the jump code, break it apart. Keep track of the jump state independently of the jump code. Then, when the jump button is pressed, check and/or update the state appropriately.

Something like...

 enum JumpState { CanJump, Jumping, CannotJump };
 
 JumpState jumpState;
 
 void Update()
 {
   if (IsOnGround())
   {
     jumpState = JumpState.CanJump;
   }
   else if (jumpState != Jumping)
   {
     jumpState = JumpState.CannotJump;
   }
 
   if (JumpButtonPressed()  && jumpState != JumpState.CannotJump)
   {
     Jump();
     jumpState++;
   }
 }

...or thereabouts. The state machine can also be addressed with the state pattern and that solution is a lot more elegant but I'll leave it to you to look that up or ask, if you are interested.

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avatar image arvebrink · Oct 15, 2017 at 08:26 PM 0
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Thank you so much!

avatar image MaxGuernseyIII arvebrink · Nov 04, 2017 at 07:01 PM 0
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Did it work?

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Answer by Hannibal196 · Oct 12, 2017 at 08:08 PM

A very common solution is to add a "JumpCount" variable and allow the user to jump again without touching the ground again as long as "JumpCount" is less than 2.

So, for example in your code:

    if (Physics.Raycast(transform.position, Vector3.forward, GroundCheckRayLength) == true || JumpCount < 2) // om vår raycast nuddar marken
              {
                  rb.AddForce(Vector3.up * JumpForce); // om ovan är sant, hoppa uppåt
                  JumpSource.Play(); // om ovan är sant, spela ljudet
 
               JumpCount++;
              }


And then when your character hits the ground just reset JumpCount back to 0. The "||" in the if statement is an OR by the way so the logic goes:

if the character is touching the ground or the JumpCount is less than 2 then allow the player to jump.

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avatar image arvebrink · Oct 15, 2017 at 08:26 PM 0
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Thank you, I went with this method!

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