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Question by eyaltal1 · Apr 09, 2017 at 01:26 PM · c#uimobilejumpmovment

Delayed jump on android

Hey, I'm working on a mobile app 2D and I have a button with a script that supposed to make the player jump, and it works. The only thing there is, is that when I press it there is a short delay from when I press the button until the player jumps. It's really annoying so I hope you'll be able to help me. Thanks!

P.s: on my cumputer it's working just fine but not on my phone.

Here is the script im using:

 public void Jump()
 {
     if (Grounded) 
     {
         Jumping = true;
         Grounded = false;
         rb.AddForce (new Vector2 (rb.velocity.x, jumpSpeedY));
     }
 }
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Answer by Cuttlas-U · Apr 09, 2017 at 05:03 PM

Hi;

 rigidbody2D.AddForce(Vector3.up * jumpSpeed * Time.deltaTime);

Try using "Time.deltaTime" in your script ;

if that doesn't work u can use "Time.fixedDeltaTime" too;

but i need tho whole code for this to awnser;

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avatar image eyaltal1 · Apr 10, 2017 at 10:44 AM 0
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First of all, thanks u for answering. This isn't obvious. Here is the full script:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Jump : $$anonymous$$onoBehaviour {

 public float jumpSpeedY;

 bool Grounded;

 Rigidbody2D rb;

 void Start () 
 {
     rb = GetComponent<Rigidbody2D>();
 }

 void OnCollisionEnter2D(Collision2D col)
 {
     if (col.gameObject.tag == "Ground") 
     {
         Grounded = true;
     }
 }

 public void $$anonymous$$obileJump()
 {
     if (Grounded) 
     {
         Grounded = false;
         rb.AddForce (new Vector2 (rb.velocity.x, jumpSpeedY));
     }
 }

}

I've changed it a little bit since as u can see, I don't need the "Jumping" bool as in the first script. Again, thanks you!

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