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Question by tXxy · Mar 16, 2017 at 03:16 PM · 3djumpfalling

Make my Cube jump?

Hey guys I just finished the 3D tutorial so my knowledge is pretty basic, before starting the next tutorial I wanted to try some things out. I did the 3D tutorial and wanted to add a script for jumping, after googleing I used this script:

 public float speed;
     public float jumpSpeed;
     public Text countText;
     public Text winText;
 
     private Rigidbody rb;
     private int count;
 
     void Start ()
     {
         rb = GetComponent<Rigidbody> ();
         count = 0;
         SetCountText ();
         winText.text = "";
     }
 
     void FixedUpdate()
     {
         float moveHorizontal = Input.GetAxis ("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical");
 
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
 
         rb.AddForce (movement * speed);
 
         if(Input.GetKey (KeyCode.Space)){
             rb.AddForce(Vector3.up * jumpSpeed);
         }

It kinda works, but not like I want it to work, while pressing space it goes in the air, but if I hold space it starts to fly, what do I need to add so it will go up for 1-2 seconds and then fall? I'm pretty new to unity so an explanation would be great!

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Answer by ArtanToplanaj · Mar 17, 2017 at 04:20 PM

Hi

tXxy

You could use a boolean variable to check if your object is in the air or already on your ground(plane). This is my version of your code:

public float speed; public float jumpSpeed;

 private Rigidbody rb;
 private int count;

 //Adding the boolean variable onPlane to check if object touching the ground
 private bool onPlane;

 void Start()
 {
     rb = GetComponent<Rigidbody>();
     count = 0;
     //make onPlane true
     onPlane = true;
     
 }

 void FixedUpdate()
 {
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");

     Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

     rb.AddForce(movement * speed);

     //If onPlane true you can hit Space and jump, otherwise not possbile
     if (onPlane)
     {
         if (Input.GetKey(KeyCode.Space))
         {

             rb.velocity = new Vector3(0f, jumpSpeed, 0f); // I like more velocity than AddForce
             //After you hit jump, make onPlane false, so hitting Space for the second time or
             // holding it wouldn't change anything
             onPlane = false;
         }
     }
     
 }
 //after the object touches the floor again, make onPlane true
 private void OnCollisionEnter(Collision collision)
 {
     //Notice you have to create a tag for this method. You can name it the way you want.
     if (collision.gameObject.CompareTag("Plane"))
     {
         onPlane = true;
     }
 }

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