Question by 
               joni_ahvenjarvi · Feb 26, 2020 at 07:50 AM · 
                2d-platformer2d-physicsjumpingarc  
              
 
              Trying to make 2D jumping arc
So, we're making a 2D platformer at school and i'm trying to make it so the player has a proper jumping arc instead of falling down like a wet rag when you let go of the movement key during a jump. Here's our movement code: 
 using System.Collections; using System.Collections.Generic; using UnityEngine;
 public class PlayerPlatformerController : PhysicsObject
 {
 public float maxSpeed = 7;
 public float jumpTakeOffSpeed = 7;
 private SpriteRenderer spriteRenderer;
 private Animator animator;
 // Use this for initialization
 void Awake()
 {
     spriteRenderer = GetComponent<SpriteRenderer>();
     animator = GetComponent<Animator>();
 }
 protected override void ComputeVelocity()
 {
     Vector2 move = Vector2.zero;
     move.x = Input.GetAxis("Horizontal");
     if (Input.GetButtonDown("Jump") && grounded)
     {
         velocity.y = jumpTakeOffSpeed;
     }
     else if (Input.GetButtonUp("Jump"))
     {
         if (velocity.y > 0)
         {
             velocity.y = velocity.y * 0.5f;
         }
     }
     bool flipSprite = (spriteRenderer.flipX ? (move.x > 0f) : (move.x < 0f));
     if (flipSprite)
     {
         spriteRenderer.flipX = !spriteRenderer.flipX;
     }
     animator.SetBool("grounded", grounded);
     animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
     targetVelocity = move * maxSpeed;
 }
 }
But currently the player just falls straight down after a short while if you let go of the movement key... I want them to continue to move, like in Mario etc.
Help would be most appreciated!
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