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Question by awts202 · Jan 24, 2018 at 12:52 PM · jumpingball

Strange slow jump.

I have a rolling ball game and have this issue for so long and still don't know how to solve this. My jumping works but slowed to half when jumping on a flat. This is my jump code.

 rb.AddForce(Vector3.up*jumpHeight,ForceMode.VelocityChange);

My movement

 rb.AddForce(movement * currentSpeed * Time.deltaTime);
   
 // limiting movement speed
 if (rb.velocity.magnitude > maxSpeed)
         {
             rb.velocity = rb.velocity.normalized * maxSpeed;    
         }

Even when I don't include the limit it still doesn't solve it. Here's an image. I put a mark so you can tell. link image

Someone help me solve this, I really appreciate it. Thanks in advance.

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Answer by LTonon · Jan 24, 2018 at 02:11 PM

As far as I can guess, maybe you could change something by applying the limit separately instead of by the vector's magnitude. Something like:

 if (rb.velocity.x > maxHorizontalSpeed)
 {
     rb.velocity = rb.velocity.normalized * new Vector3(maxHorizontalSpeed, rb.velocity.y, rb.velocity.z);
 }
 
 if (rb.velocity.y > maxVerticalSpeed) 
 {
     rb.velocity = rb.velocity.normalized * new Vector3(rb.velocity.x, maxVerticalSpeed, rb.velocity.z);
 }


Besides, since your maxSpeed is a float I believe it's wrong to assign it the way you're doing unless you want the velocity to be the same on the x and y axis.

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