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Question by Timothy-Morales · Jan 14, 2018 at 06:20 PM · movementphysicsforce

How make player move in the air until they hit the ground?

Hello guys, i am making a platformer game where the player moves and jumps. Now, my issue is that I want the player to move in the direction they press when in the air( When Boolean grounded == false) and remain moving in that direction until they hit the ground at which point they resume control of ground controls. i tried loops but they only make the Unity Editor crash. My movement script snippet is as follows: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx if(grounded == true) { if(Input.GetAxis("move") > 0) { transform.Translate(0,0,speed * Time.deltaTime); transform.localScale = Vector3(1,1,1); } } xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx So my request is to get help on making code that will be executed when Grounded == false && when the user presses a key to move left or right. Thanks in advance :)

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Answer by KittenSnipes · Jan 15, 2018 at 10:20 AM

@Timothy-Morales Here is my code :D. Maybe you could make use of it.

     public float jumpForce = 100;
     public float speed = 10;
     public KeyCode key = KeyCode.Space;
     bool grounded;
     bool canDoubleJump;
     Rigidbody2D rb;
 
     private void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
     private void Update()
     {
         float moveHorizontal = Input.GetAxis("Horizontal");
 
         //Store the current vertical input in the float moveVertical.
         float moveVertical = Input.GetAxis("Vertical");
 
         //Use the two store floats to create a new Vector2 variable movement.
         Vector2 movement = new Vector2(moveHorizontal, moveVertical);
 
         //Call the AddForce function of our Rigidbody2D rb2d supplying movement multiplied by speed to move our player.
         rb.AddForce(movement * speed);
 
         if (Input.GetKeyDown(key))
         {
             if (grounded)
             {
                 rb.velocity = new Vector2(rb.velocity.x, 0);
                 rb.AddForce(new Vector2(0, jumpForce));
                 canDoubleJump = true;
                 Debug.Log("Jump1: Working!");
             }
 
             else
             {
                 if (canDoubleJump)
                 {
                     canDoubleJump = false;
                     rb.velocity = new Vector2(rb.velocity.x, 0);
                     rb.AddForce(new Vector2(0, jumpForce));
                     Debug.Log("Jump2: Working!");
                 }
             }
         }
     }
 
     private void OnCollisionEnter2D(Collision2D other)
     {
         if (other.transform.tag == "Floor")
         {
             grounded = true;
         }
     }
 
     private void OnCollisionExit2D(Collision2D other)
     {
         if (other.transform.tag == "Floor")
         {
             grounded = false;
         }
     }

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Answer by Timothy-Morales · Jan 15, 2018 at 08:15 PM

Thanks @KittenSnipes.I will study your code and see what i can come up with. Thumbs up dude :)

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