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Question by NinjaRubberBand · Feb 21, 2016 at 12:06 PM · rigidbodyjumpaddforce

rigidBody.addforce doens't work like i want it to

My game is a 3d platformer. I have some pressureplates in my scene, and when u step on them u get like a "forcejump". U get fired up in the air like when u jump. The problem is when i step on one of them, and afterwards land on one of the other plates, i fly much further up. How can i make it so i only jump the same height everytime?

Here is my script, its pretty basic so i dont think i have to say anything more than the "jump" tag is the plates.

 #pragma strict
 
 var speed : int = 10;
 
 function Start () {
 
 }
 
 function Update () {
 
 
 if(Input.GetKey("a")) {
 transform.Translate(Vector3(-speed,0,0) * Time.deltaTime);
 }
 
 
 if(Input.GetKey("s")) {
 transform.Translate(Vector3(speed,0,0) * Time.deltaTime);
 }
 }
 
 
 function OnTriggerEnter (other : Collider) {
 if(other.gameObject.tag == "jump") {
 print("JUMP");
 GetComponent.<Rigidbody>().AddForce(Vector3.up * 500);
 }
 
 }
 
 
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Answer by jgodfrey · Feb 21, 2016 at 03:03 PM

I suspect the problem is that you're hitting the pads with considerably different negative velocity in the cases in question. If you have a higher negative velocity, the AddForce call will throw you less-high than if you make the same call with a lower (or zero) negative velocity.

If that's the problem, you can probably fix it by setting the RigidBody's velocity.y (or whatever your "up" axis is) to zero just before calling AddForce.

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