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Question by Propellent · May 10, 2016 at 08:54 PM · infinite runnerdouble jump

Double jump becoming infinite jumps

I'm working with the standard assets from the unity store and I'm using the 2d robot character which is already capable of a single jump. However, I tried to modify it such that I could double jump, can anyone identify what I'm doing wrong?

 private void FixedUpdate()
         {
             m_Grounded = false;
 
             // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
             // This can be done using layers instead but Sample Assets will not overwrite your project settings.
             Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
             for (int i = 0; i < colliders.Length; i++)
             {
                 if (colliders[i].gameObject != gameObject)
                     m_Grounded = true;
             }
 
             m_Anim.SetBool("Ground", m_Grounded);
 
             // Set the vertical animation
             m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
         }
 
 
         public void Move(float move, bool crouch, bool jump)
         {
             // If crouching, check to see if the character can stand up
             if (!crouch && m_Anim.GetBool("Crouch"))
             {
                 // If the character has a ceiling preventing them from standing up, keep them crouching
                 if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
                 {
                     crouch = true;
                 }
             }
 
             if (m_Grounded)
                 _doubleJump = false;
 
             // Set whether or not the character is crouching in the animator
             m_Anim.SetBool("Crouch", crouch);
 
             //only control the player if grounded or airControl is turned on
             if (m_Grounded || m_AirControl)
             {
                 // Reduce the speed if crouching by the crouchSpeed multiplier
                 move = (crouch ? move * m_CrouchSpeed : move);
 
                 // The Speed animator parameter is set to the absolute value of the horizontal input.
                 m_Anim.SetFloat("Speed", Mathf.Abs(move));
 
                 // Move the character
                 m_Rigidbody2D.velocity = new Vector2(move * m_MaxSpeed, m_Rigidbody2D.velocity.y);
 
                 // If the input is moving the player right and the player is facing left...
                 if (move > 0 && !m_FacingRight)
                 {
                     // ... flip the player.
                     Flip();
                 }
                 // Otherwise if the input is moving the player left and the player is facing right...
                 else if (move < 0 && m_FacingRight)
                 {
                     // ... flip the player.
                     Flip();
                 }
             }
             // If the player should jump...
             if ((m_Grounded || _doubleJump) && jump)
             {
                 // Add a vertical force to the player.
                 m_Grounded = false;
                 m_Anim.SetBool("Ground", false);
                 m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
 
                 GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, 0f);
 
                 if (!m_Grounded)
                     _doubleJump = true;
             }
 
             
         }
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Answer by NoseKills · May 10, 2016 at 09:59 PM

To prevent misunderstanding you should name your variable so you can always see what it stands for. Does _doubleJump mean that you can double jump or that you already did it and can't anymore...

Another thing:

 if ((m_Grounded || _doubleJump) && jump)
 {
      m_Grounded = false; // <-- setting grounded to false
      ....
      if (!m_Grounded) // <-- and then enabling double jump if it is false
           _doubleJump = true;
 }


I guess double jumping should be re-enabled only when m_Grounded goes from false to true again when the character lands.

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