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Question by mersucxlu · May 15, 2020 at 09:27 AM · jumpinginfinite

My character can jump infinitely How would I fix this?

I was trying to make a game in unity and I was following Brackeys tutorial on first person movement but my character can jump infinitely. (I started recently, and I've look at fixes online but I being the noob I am couldn't understand any of them)

public class PlayerMovement : MonoBehaviour { public CharacterController controller;

 public float speed = 12f;

 Vector3 velocity;
 public float gravity = -9.8f;

 public Transform groundCheck;
 public float groundDistance = 0.4f;
 public LayerMask groundMask;
 public float jumpHeight = 3f;
 bool isGrounded;

 // Update is called once per frame
 void Update()
 {
     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

     if(isGrounded && velocity.y < 0)
     {
         velocity.y = -2f;
     }

     if(Input.GetButtonDown("Jump") && isGrounded)
     {
         velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
     }
   

     float x = Input.GetAxis("Horizontal");
     float z = Input.GetAxis("Vertical");
   
     Vector3 move = transform.right * x + transform.forward * z;

     controller.Move(move * speed * Time.deltaTime);

     velocity.y += gravity * Time.deltaTime;

     controller.Move(velocity * Time.deltaTime); 
 }

}

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avatar image CSPAG · May 15, 2020 at 09:54 AM 0
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Hi, I changed some bits in your script and it seems to be working.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player$$anonymous$$ovement : $$anonymous$$onoBehaviour
 {
  
     public CharacterController controller;
   
     public float speed = 12f;
     public float gravity = -9.81f;
     public float jumpHeight = 3f;
 
     public Transform groundCheck;
     public float groundDistance = 0.01f;
     public Layer$$anonymous$$ask ground$$anonymous$$ask;
 
     Vector3 velocity;
     bool isGrounded;
     // Update is called once per frame
     void Update()
     {
      
 
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, ground$$anonymous$$ask);
 
         if(isGrounded && velocity.y < 0)
         {
             velocity.y = -6f;
         }
 
         float x = Input.GetAxis("Horizontal");
         float z = Input.GetAxis("Vertical");
 
         Vector3 move = transform.right * x + transform.forward * z;
         
         controller.$$anonymous$$ove(move * speed * Time.deltaTime);
 
         if(Input.GetButtonDown("Jump") && isGrounded) 
         {
             velocity.y = $$anonymous$$athf.Sqrt(jumpHeight * -2f * gravity);
         }
 
         velocity.y += gravity * Time.deltaTime;
 
         controller.$$anonymous$$ove(velocity * Time.deltaTime);
 
      
    
        
     }
   
     
 
   
 }

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