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Question by SmokeyTG2 · Jul 15, 2020 at 05:28 AM · playercontrollerjumpingslowfalling

Player (Using Player Controller) slow falls when I repeatedly press the jump button while falling.,

I creating a 2.5D platformer and I've come across an issue with the player thinking he's Mary Poppins.

If the Jump key is pressed repeatedly while the player is falling, he will slowly fall back down to the surface.

I can't figure out why.

Please help.

 public class PlayerController : MonoBehaviour
 {
     public CharacterController controller;
     private Vector3 direction;
     public float speed = 8;
 
     public float jumpForce = 25;
     public float gravity = -20;
     public Transform groundCheck;
     public LayerMask groundLayer;
     public Transform ceilingCheck;
 
     public Transform avatar;
 
     public bool playerIsDead;
     //public bool debugMenuActive; //Deactivating until debug menu is ready
 
     public Text goldText;
     private int count;
 
     void Start()
     {
         playerIsDead = GetComponent<PlayerHealth>();
         //debugMenuActive = GameObject.FindGameObjectWithTag("DebugMenu").GetComponent<DebugMenu>().debugActive;
 
         controller = GetComponent<CharacterController>();
 
         SetCountText();
     }
 
 
     void Update()
     {
         playerIsDead = GetComponent<PlayerHealth>().isDead;
         //debugMenuActive = GameObject.FindGameObjectWithTag("DebugMenu").GetComponent<DebugMenu>().debugActive;
 
         float hInput = Input.GetAxis("Horizontal");
         direction.x = hInput * speed;
 
         bool isGrounded = Physics.CheckSphere(groundCheck.position, 0.15f, groundLayer);
         direction.y += gravity * Time.deltaTime;
 
         bool isCeiling = Physics.CheckSphere(ceilingCheck.position, 0.15f, groundLayer);
         direction.y += gravity * Time.deltaTime;
 
 
         // if player is dead then movement controls are disable && when DebugMenu is active then movement controls are disabled
         if (playerIsDead == false)     /*&& debugMenuActive == false*/ //Debug condition commentted out until Debug menu is ready to be made into a prefab
         {
 
 
             if (isGrounded)
             {
                 if (Input.GetButtonDown("Jump"))
                 {
                     direction.y = jumpForce;
                 }
                 else
                 {
                     direction.y = 0;
                 }
 
             }
 
             else if (Input.GetButtonUp("Jump"))
             {
                 direction.y = 0f;
             }
 
             controller.Move(direction * Time.deltaTime);
         }
 


,

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