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Question by Mikepopularpro · Apr 02, 2020 at 11:09 PM · c#jumpingbool

How do I stop jumping in midair?

I want to stop my player from jumping in midair but i don't know how to use a bool. Does anyone know how to stop this with my script?

My script:

{ float leftRight; float jump; public float speed; public float jumpSpeed;

 // Start is called before the first frame update
 void Start()
 {
     
 }

 // Update is called once per frame
 void Update()
 {
     // Assigns inputs
     leftRight = Input.GetAxis("Horizontal");
     jump = Input.GetAxis("Jump");

     // Jump & walk
     transform.Translate(Vector3.right * Time.deltaTime * speed * leftRight);
     transform.Translate(Vector3.up * Time.deltaTime * jumpSpeed * jump);

& I'm a beginner & I want to keep my script about the same.

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avatar image Mikepopularpro · Apr 10, 2020 at 10:06 PM 0
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Sorry none of these solutions worked.

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Answer by sacredgeometry · Apr 02, 2020 at 11:16 PM

You need a way to check if the player is grounded. There are a few ways to do this one of which is ray or sphere casting and checking for the ground.

It really depends on your game which technique is most appropriate but most approaches are just evaluating if the player is grounded. and using that the clause for an if statement to allow for the jumping action i.e.

 if(!IsGrounded && Input.GetButtonDown("Jump")) {
     Jump();
 }
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avatar image Mikepopularpro · Apr 03, 2020 at 04:39 PM 0
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the "&&" doesn't work

avatar image sacredgeometry Mikepopularpro · Apr 04, 2020 at 12:19 AM 0
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What do you mean the && doesnt work?

avatar image Mikepopularpro · Apr 04, 2020 at 01:44 AM 0
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It says an error

avatar image sacredgeometry Mikepopularpro · Apr 04, 2020 at 03:26 PM 0
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Oh sorry yeah its not the && its the fact that you are using GetAxis. You would either need to use a button/key down or test the value I will update the answer

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Answer by Gpopcorn · Apr 02, 2020 at 11:18 PM

You have to check if you are grounded like this:

 if (characterController.isGrounded == true)
 {
      // jump
 }

and to reference your character controller do this

 CharacterController characterController;
 
 void Start()
 {
         characterController = GetComponent<CharacterController>();
 }

Hope this helps!

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avatar image Mikepopularpro · Apr 02, 2020 at 11:19 PM 0
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do you mean by charactercontroller the player?

avatar image Gpopcorn Mikepopularpro · Apr 02, 2020 at 11:23 PM 0
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If your using a character controller it should be underneath your player in the inspector window. If not then I don't know how to fix your mid-air jump problem.

avatar image guy1687621 Mikepopularpro · Apr 03, 2020 at 05:31 AM 0
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it's a component

avatar image Mikepopularpro · Apr 03, 2020 at 01:24 PM 0
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You mean a script?

avatar image Mikepopularpro · Apr 03, 2020 at 04:06 PM 0
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how does the controller collide with objects?

avatar image Gpopcorn Mikepopularpro · Apr 03, 2020 at 04:48 PM 0
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I don't know but its currently what I'm using for one of my games and its pretty good.

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Answer by Vipertex13 · Apr 11, 2020 at 06:29 AM

@Mikepopularpro

Hello!

Here is my code should work

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     private Rigidbody playerRB;
     public float jumpForce = 10;
     public float gravityModifier;
     public bool isOnGround = true;
     // Start is called before the first frame update
     void Start()
     {
         playerRB = GetComponent<Rigidbody>();
         Physics.gravity *= gravityModifier;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKey(KeyCode.Space) && isOnGround)
         {      
             playerRB.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
             isOnGround = false;
         }
     }
     private void OnCollisionEnter(Collision collision)
     {
         isOnGround = true;
     }
 }

Hope it worked

.

.

.

.

PS: Make sure you add a rigid body and I am using C#

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Answer by csprogrammer · Apr 11, 2020 at 08:37 AM

You need to add a ground check so something like private isGrounded;

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