Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by drinii · Apr 04, 2016 at 06:57 AM · unity 2drigidbody2dplatformer

Unity2D Can't implement wall jumping !

hello, i'm trying to create a platformer similar to super meat boy, but i'm stuck trying to implement wall jumping, i looked up every thread on wall jumping but nothing helped me for my problem because i'm using velocity.y for jumping instead of AddForce, because i've implemented jump sustain(Jump higher when you press longer the jump button), here is my code, thanks anyone who helps !

 using UnityEngine;
 using System.Collections;
 
 public class Movement : MonoBehaviour {
 
     Rigidbody2D body;
 
     public float velocity;
     public float acceleration;
     public float accelerate;
     public float accLimit;
 
     public Transform groundcheck;
     public float groundChkRadius;
     public LayerMask whatsground;
 
     public bool grounded;
     public bool canJump;
     public float JumpSustain = 0f;
     public float BaseJSustain;
 
     public float jumpHeight;
 
     float Hor;
     
     void Start () {
         body = GetComponent<Rigidbody2D>();
         BaseJSustain = JumpSustain;
     }
     
     void Update () {
 
         Hor = Input.GetAxis("Horizontal");
         grounded = Physics2D.OverlapCircle(groundcheck.transform.position, groundChkRadius, whatsground);
 
         // Wall Jumping
         if (Input.GetKeyDown(KeyCode.K))
             body.velocity = new Vector2(Hor*50000f, jumpHeight);
 
         // Testing DeltaTime
 
         if (Input.GetKey(KeyCode.G))
             QualitySettings.SetQualityLevel(0);
         if (Input.GetKey(KeyCode.F))
             QualitySettings.SetQualityLevel(5);
 
 
         // Jumping and Sustain Jumping
 
         if (Input.GetKeyDown(KeyCode.Space))
         {
             if (grounded)
             {
                 body.velocity = new Vector2(body.velocity.x, jumpHeight);
             }
         }
 
         if (Input.GetKey(KeyCode.Space))
         {
             if (grounded)
             {
                 JumpSustain = BaseJSustain;
                 canJump = true;
                 //body.velocity = new Vector2(body.velocity.x, jumpHeight);
             }
             if (!grounded && canJump)
             {
                 if (JumpSustain > 0f)
                     JumpSustain -= Time.deltaTime;
                 else
                 {
                     JumpSustain = BaseJSustain;
                     canJump = false; 
                 }
                 body.velocity = new Vector2(body.velocity.x, jumpHeight);
             }
 
         }
         else
             canJump = false;
 
         // Movement
 
         if (Mathf.Abs(Hor) > 0f)
         {
             if (acceleration < accLimit)
                 acceleration += accelerate * Time.deltaTime;
         }
         else if (acceleration > 1f)
             acceleration -= accelerate * Time.deltaTime;
 
         body.velocity = new Vector2((acceleration*velocity)*Hor, body.velocity.y);
     }
 }










Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How to move rigidbody relative to a moving object? 0 Answers

The object of type 'Rigidbody2D' has been destroyed but you are still trying to access it. with StartCoroutine 1 Answer

When I build my 2D game and set it to fullscreen, the resolution looks off 0 Answers

How to Move Platform up and down even if player stands on it. 2 Answers

2018.2.17 OnTriggerEnter2D not working 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges