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 /
  • Help Room /
avatar image
0
Question by LoKo6264 · May 24, 2016 at 09:36 PM · script.jumpingdouble jumpmaximum

double jump - max once

Hi, I wrote script for double jumping and I noticed I can jump how many times I want. How can I make double jump once, for just two jumping and that's all? Here's my script (include few lines of moving but don't pay attention on it):

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(Rigidbody))]
 
 public class Moving : MonoBehaviour {
 
     bool isOnGround;
     public Transform groundCheck;
     public LayerMask whatIsTheGround;
     float groundSphere = 0.3f;
 
     bool isDoubleJumpAvailable;
 
     public float jumpForce;
     public float secondJump;
     public float jumpForceHold;
     public float maxJumpTime;
     float MaxJumpTimeInternal;
 
     public Rigidbody rBody;
     public float ballSpeed = 10f;
 
     void Start()
     {
         rBody = GetComponent<Rigidbody>();
     }
 
     void Update()
     {
 
         float v = Input.GetAxis("Vertical");
         float h = Input.GetAxis("Horizontal");
         rBody.AddForce(new Vector3(h, 0, v) * ballSpeed);
 
         if (isOnGround && Input.GetButtonDown("Jump"))
         {
             GetComponent<Rigidbody>().AddForce(new Vector3(0, jumpForce, 0));
             MaxJumpTimeInternal = maxJumpTime;
             isDoubleJumpAvailable = true;
 
         }
 
         if (Input.GetButton("Jump") && GetComponent<Rigidbody>().velocity.y > -1 && MaxJumpTimeInternal > 0)
         {
             GetComponent<Rigidbody>().AddForce(new Vector3(0, jumpForceHold, 0));
             MaxJumpTimeInternal = MaxJumpTimeInternal - 1;
         }
 
         if (!isOnGround && isDoubleJumpAvailable && Input.GetButtonDown("Jump"))
         {
             isDoubleJumpAvailable = false;
             MaxJumpTimeInternal = maxJumpTime / 2;
             GetComponent<Rigidbody>().Sleep();
             GetComponent<Rigidbody>().AddForce(new Vector3(0, secondJump, 0));
         }
 
     }
 
     void FixedUpdate()
     {
         isOnGround = Physics.OverlapSphere(groundCheck.position, groundSphere, whatIsTheGround).Length > 0;
 
     }
 }
Comment
Add comment · Show 4
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
avatar image Mmmpies · May 24, 2016 at 09:57 PM 0
Share

The smoking gun appears to be isOnGround not being set as expected but really throw in a whole heap of Debug.,Log's in there to see exactly what's happening.

Fixed update and Update are not the same thing so setting isOnGround in one and checking isOnGround in the other can cause inconsistencies.

avatar image LoKo6264 Mmmpies · May 25, 2016 at 01:26 PM 0
Share

I checked Debug.Log's but nothing special I noticed but maybe I wrote it bad and that's why so if you can please tell me how to exactly write it to check.

I noticed I can't jump again when my jumping object starts falling.

avatar image Mmmpies LoKo6264 · May 25, 2016 at 01:32 PM 0
Share

Try setting isOnGround to false as soon you do the first jump. Can't really test it myself as I don't have access to Unity at the moment but ...

         if (isOnGround && Input.GetButtonDown("Jump"))
          {
              GetComponent<Rigidbody>().AddForce(new Vector3(0, jumpForce, 0));
              $$anonymous$$axJumpTimeInternal = maxJumpTime;
              isDoubleJumpAvailable = true;
              isOnGround = false;
  
          }
Show more comments

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Mmmpies · May 25, 2016 at 02:30 PM

Right what's this bit for?

          if (Input.GetButton("Jump") && GetComponent<Rigidbody>().velocity.y > -1 && MaxJumpTimeInternal > 0)
          {
              GetComponent<Rigidbody>().AddForce(new Vector3(0, jumpForceHold, 0));
              MaxJumpTimeInternal = MaxJumpTimeInternal - 1;
          }

Because it's not checking for isOnGround and it's not checking isDoubleJumpAvailable but it is applying force. As a quick test /astrix before it and astrix/ after it to comment out.

Comment
Add comment · Show 1 · Share
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
avatar image LoKo6264 · May 25, 2016 at 04:23 PM 0
Share

Honestly, I exactly don't know because I'm beginner and all code is copied from a tutorial on youtube but I tried to check this and after deleting this my object is almmost not jumping, exactly it jumps for 0.0x seconds and for few milimetrs. Options are that same as previous so it's something about force of jump, smth like that.

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

59 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

how i can jump? 0 Answers

Need help with jumping on third person movement script. 0 Answers

Moving and jumping 1 Answer

2d Platformer double jump wont work 2 Answers

How do you make the character stuck on the ceilling when at that moment the velocity.y is > 0 0 Answers


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