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Question by Dragovick · Nov 14, 2019 at 11:46 PM · c#movementrigidbody2djumpingvector2

How do I make a character Lunge?

I want to make my character do a long jump (Think half life 1), while I thought i could do it simply by adding an X value to my Jumping addForce, I end up with my character going in a straight line, up a little, and then stopping

alt text

 void Leap()
     {
 
         if (maxJumps > 0)
         {
             maxJumps = maxJumps - 1;
             Vector3 v = playerBody.velocity;
             v.y = 0f;
             playerBody.velocity = v;
 
             
 
             if (right == true)
             { LeapFor = leapForce; }
             else if (right == false) { LeapFor = leapForce * -1f; }
             playerBody.AddForce(new Vector2(LeapFor, jumpForce), ForceMode2D.Impulse);
             isOnGround = false;
 
         }
 
         if (maxJumps == 0)
         {
             return;
         }
 
     }
jump.png (56.0 kB)
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Answer by Dragovick · Nov 15, 2019 at 02:53 AM

Temp Answer if this isn't resolved better later, this is by no means an actual solution, but it's a bandaid fix

So far your best bet is to suspend your movement until the jump is complete, (possibly find a way to have both movement and addforce separate?) I managed this by using the isOnGround bool

  if (isOnGround == true)
             {
                 Vector3 moveVelocity = new Vector3(Input.GetAxis("moveX") * (playerSpeed * 50.0f) * Time.fixedDeltaTime, playerBody.velocity.y, 0.0f);
                 playerBody.velocity = moveVelocity;
 }


   void Leap()
     {
 
         if (maxJumps > 0)
         {
             isJumping = true;
             Debug.Log("BOUNDS");
             maxJumps = maxJumps - 1;
             Vector3 v = playerBody.velocity;
             v.y = 0f;
             v.x = 0f;
             playerBody.velocity = v;
 
             
             if (right == true)
             { LeapFor = leapForce; }
             else 
             if (right == false) {LeapFor = leapForce * -1f; }
             playerBody.AddForce(new Vector2(LeapFor, jumpForce), ForceMode2D.Impulse);
            
             
             isOnGround = false;
 
         }
 
         if (maxJumps == 0)
         {
             return;
         }
     }
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Answer by Cornelis-de-Jager · Nov 15, 2019 at 03:24 AM

I am going to assume you have a rigid body.

get a new jump angle. Lets say 45* to keep it easy.

 RigidBody rb;
 
 void Start () {
     rb = GetComponent<RigidBody>();
 }
 
 
 void Jump() {
     var dir = new Vector2 (1, 1);
     var power = 5;
     
     rb.AddForce(dir * power, ForceMode.Impulse);
 }
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