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Question by Payupsir · May 14, 2015 at 10:12 AM · playerunity5jumpplayer movement

Why Won't it jump?

Player won't jump. Unity 5. using UnityEngine; using System.Collections;

 public class SimplePlatformController : MonoBehaviour {
 
     [HideInInspector] public bool facingRight = true;
     [HideInInspector] public bool jump = false;
     public float moveForce = 365f;
     public float maxSpeed = 5f;
     public float jumpForce = 1000f;
     public Transform groundCheck;
 
 
     private bool grounded = false;
     private Animator anim;
     private Rigidbody2D rb2d;
 
 
     // Use this for initialization
     void Awake () 
     {
         anim = GetComponent<Animator>();
         rb2d = GetComponent<Rigidbody2D>();
     }
     
     // Update is called once per frame
     void Update () 
     {
         grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
 
         if (Input.GetButtonDown("Jump") && grounded)
         {
             jump = true;
         }
     }
 
     void FixedUpdate()
     {
         float h = Input.GetAxis("Horizontal");
 
         anim.SetFloat("Speed", Mathf.Abs(h));
 
         if (h * rb2d.velocity.x < maxSpeed)
             rb2d.AddForce(Vector2.right * h * moveForce);
 
         if (Mathf.Abs (rb2d.velocity.x) > maxSpeed)
             rb2d.velocity = new Vector2(Mathf.Sign (rb2d.velocity.x) * maxSpeed, rb2d.velocity.y);
 
         if (h > 0 && !facingRight)
             Flip ();
         else if (h < 0 && facingRight)
             Flip ();
 
         if (jump)
         {
             anim.SetTrigger("Jump");
             rb2d.AddForce(new Vector2(0f, jumpForce));
             jump = false;
         }
     }
 
 
     void Flip()
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 }
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avatar image KalleH · May 14, 2015 at 11:01 AM 0
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You could put a Debug.Log inside if(jump) so that we would first know if that part of the script even gets called while jumping. That way we know that for examle input and grounded are working as intended.

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Answer by elelec · May 14, 2015 at 03:35 PM

Maybe the animation doesn't get recognised and, if it doesn't, it will prevent your whole event from firing sometimes. Try making it like this:

    if (jump)
      {
          rb2d.AddForce(new Vector2(0f, jumpForce));
          anim.SetTrigger("Jump");
          jump = false;
      }

and see if your character will jump and if the animation will play

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