Question by 
               Isheros · Feb 18, 2016 at 09:20 AM · 
                c#collision2d-platformerjump2d-physics  
              
 
              2D jump problem when hits wall
Hello, I have a little problem with this, when I do a jump and the characters hits a wall, he jumps more higher than normal... is like he was sliding on the wall.
This is my Jump code, I put this on fixed update:
 #region Jump - DobleJump
   
         // Jump
         if (Input.GetButton("Jump") && (jumpHeight < maxJumpHeight))
         {
             // If Max jump is higher than actual jump adds force
             rigid2d.AddForce(Vector2.up, ForceMode2D.Impulse);
 
             jumpHeight += 1;
 
         }
 
         //  Double Jump
         if (Input.GetButtonDown("Jump") && !touchingGround && !doubleJump)
         {
             doubleJump = true;
             rigid2d.velocity = new Vector2(rigid2d.velocity.x, 0); 
             rigid2d.AddForce(Vector2.up * (jumpForce), ForceMode2D.Impulse); 
 
             jumpHeight = maxJumpHeight;
         }
         if (Input.GetButtonUp("Jump"))
         {
             jumpHeight = maxJumpHeight;
         }
         #endregion
 
               And this is my Movement code, I don't know if this interfere with the jump (I think no..)
         #region Move - Walk
         // Move - Walk
 
         // In the ground
         if (touchingGround){
             // If horizontal speeds change, move
             if (movX * rigid2d.velocity.x < xSpeed)
                 rigid2d.AddForce(Vector2.right * movX * moveForce);
             
             // If Buttons Not pressed, stop
             if (!(Input.GetButton("Right") || Input.GetButton("Left")))
                 rigid2d.velocity = new Vector2(0, rigid2d.velocity.y);
         }
         // In the air
         else if (!touchingGround){
             // In the air, horizontal speed drecrease
             if (movX * rigid2d.velocity.x < xSpeed)
                 rigid2d.AddForce(Vector2.right * movX * (moveForce/4));
         }
 
               I tried with 2d physics materials but that don't solve my problem.
Any improvement to code is welcome.
Thanks in advance, and sorry my bad English, and poor code skills C:
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