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Question by shubham112 · Jun 14, 2019 at 07:10 AM · unity 52d gamejumpingif statement

Why 2d jump not working on touch?

First of all, here's my code :

 public class PlayerController : MonoBehaviour
 {
     private Rigidbody2D rb;
     public float speed;
     public int jump;
 
     public Transform groundCheck;
     public float groundCheckRadius;
     public LayerMask whatIsGround;
     private bool onGround = true;
 
     public float yMin, yMax;
 
     private const int max_jump = 2;
     private int currentJump = 0;
  
 void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
 void Update()
     {
         rb.velocity = new Vector2(speed, rb.velocity.y);
         onGround = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
     }
 
 private void FixedUpdate()
     {
         rb.position = new Vector2
         (
             Mathf.Clamp(rb.position.x, -5.0f, 5000000.0f),
             Mathf.Clamp(rb.position.y, yMin, yMax)
         );
 
         if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began && (onGround || max_jump > currentJump))
         {
             //Touch touch = Input.GetTouch(0);
             //Debug.Log("Touch Working");
             rb.AddForce(Vector2.up * jump);
             onGround = false;
             currentJump++;
 }
  private void OnCollisionEnter2D(Collision2D collision)
     {
        // Debug.Log("Collision Working");
         onGround = true;
         currentJump = 0;
     }
 }


Now, when i build and run in my phone and touch the screen, it just doesn't jump. What could be the issue here? Also, should I use Raycast instead of this? If yes, then why? Thanks in advance.

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avatar image xxmariofer · Jun 14, 2019 at 08:06 AM 0
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Did you copy the code? if yes, are you using oncollisionenter as a local function for any reason? i doubt they cant be used as local functions.

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