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Question by NerdRageStudios · Jul 09, 2014 at 04:41 PM · rigidbodyjumpaddforce

Making a player jump, getting random results

Hi, I have written a function in my player controller to make the character jump, however I seem to get pretty random results like every 3rd or 4th jump seems to be higher or sometimes it barely jumps at all.

Have I made an error in assuming that rigidbody.addforce was the way to go here?

My player is a 2d plane that has a rigidbody with gravity.

I have variables assigned on the player to control this

 var playerOneJumpRate = 1.0;        //Players time between jumps
 var playerOneJumpPower = 600;        //Players Jump Power
 var playerOneControlJump= ",";        //Player Controls (re-mappable)

I also have the following control function on the player

 // This function controls the players jump - makes the player wait to be able to jump again
 function jumpTime() 
 
 {
     while (true) 
     {
         if (Input.GetKeyDown (GameObject.Find("GameObjectPlayerOne").GetComponent(ScriptPlayerOneStats).playerOneControlJump)) {
         rigidbody.AddForce (Vector3.up * GameObject.Find("GameObjectPlayerOne").GetComponent(ScriptPlayerOneStats).playerOneJumpPower);
         yield WaitForSeconds(playerOneStats.playerOneJumpRate);
     } 
         else 
             {
                 yield;
             }
     }
     
 }
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Answer by IvovdMarel · Jul 09, 2014 at 04:44 PM

Rather than adding force, you can directly set the velocity. This way, the jump height is not dependent on the characters current force. (e.g. if the character is falling fast, a jump with AddForce would only reduce his falling speed, not actually jump)

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Answer by NerdRageStudios · Jul 09, 2014 at 05:35 PM

Aaah that makes sense, I shall try to have a look at that now, thanks for the swift reply :)

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avatar image NerdRageStudios · Jul 09, 2014 at 05:42 PM 0
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Sir, you are indeed a legend and that worked perfectly, thank you so much!

Here is my updated code:

 // This function controls the players jump - makes the player wait to be able to jump again
 function jumpTime() 
 
 {
     while (true) 
     {
         if (Input.Get$$anonymous$$eyDown (GameObject.Find("GameObjectPlayerOne").GetComponent(ScriptPlayerOneStats).playerOneControlJump)) {
         rigidbody.velocity = Vector3(0,GameObject.Find("GameObjectPlayerOne").GetComponent(ScriptPlayerOneStats).playerOneJumpPower,0);
         yield WaitForSeconds(playerOneStats.playerOneJumpRate);
     } 
         else 
             {
                 yield;
             }
     }
     
 }

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