Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Silent_rebel · Oct 31, 2017 at 10:54 PM · 2d-platformerjump2d-physicsjumpingcharacter controller

Where is the Jump Input in the default 2d platform controller?

Alright so I am modifying the default 2d platformer that comes with unitys standard assets. My problem is that I am trying to add another jump input. Right now, i modified the regular jump so that it is a vertical jump that moves you forward slightly. Now, i am trying to add a secondary jump that propels the character forward, like if you are leaping across a large gap. I have duplicated the original jump input, and modified it to jump_L. So now i have 2 inputs, one for jumping up and one for jumping forward. How can I add the secondary jump into the original character controller script? I found this section and duplicated it, but I can't figure out how to add my secondary jump into it. Where does the character controller recieve the jump command? It should be as easy as copying it and then modifying it to jump_L, correct?

  // If the player should jump up
             if (m_Grounded && jump && m_Anim.GetBool("Ground"))
             {
                 // Add a vertical force to the player.
                 m_Grounded = false;
                 m_Anim.SetBool("Ground", false);
 
                 m_Rigidbody2D.velocity = new Vector3 (0, 0, 0);
 
 
                 if (m_FacingRight == true) {
                     m_Rigidbody2D.AddForce(new Vector2(f_JumpForce, m_JumpForce));
                 }
 
                 else
                 m_Rigidbody2D.AddForce(new Vector2(-f_JumpForce, m_JumpForce));
             }

Here is what I have for the controller so far.

 using System;
 using UnityEngine;
 
 namespace UnityStandardAssets._2D
 {
     public class PlatformerCharacter2D : MonoBehaviour
     {
         [SerializeField] private float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
         [SerializeField] private float m_JumpForce = 400f; 
         [SerializeField] private float f_JumpForce = 200f;    // Amount of force added when the player jumps.
         [SerializeField] private float m_JumpForceL = 200f; 
         [SerializeField] private float f_JumpForceL = 1000f; 
         [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
         [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
         [SerializeField] private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character
 
         private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
         const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
         private bool m_Grounded;            // Whether or not the player is grounded.
         private Transform m_CeilingCheck;   // A position marking where to check for ceilings
         const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
         private Animator m_Anim;            // Reference to the player's animator component.
         private Rigidbody2D m_Rigidbody2D;
         private bool m_FacingRight = true;  // For determining which way the player is currently facing.
 
         private void Awake()
         {
             // Setting up references.
             m_GroundCheck = transform.Find("GroundCheck");
             m_CeilingCheck = transform.Find("CeilingCheck");
             m_Anim = GetComponent<Animator>();
             m_Rigidbody2D = GetComponent<Rigidbody2D>();
         }
 
 
         private void FixedUpdate()
         {
             m_Grounded = false;
 
             // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
             // This can be done using layers instead but Sample Assets will not overwrite your project settings.
             Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
             for (int i = 0; i < colliders.Length; i++)
             {
                 if (colliders[i].gameObject != gameObject)
                     m_Grounded = true;
             }
             m_Anim.SetBool("Ground", m_Grounded);
 
             // Set the vertical animation
             m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
         }
 
 
         public void Move(float move, bool crouch, bool jump)
         {
             // If crouching, check to see if the character can stand up
             if (!crouch && m_Anim.GetBool("Crouch"))
             {
                 // If the character has a ceiling preventing them from standing up, keep them crouching
                 if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
                 {
                     crouch = true;
                 }
             }
 
             // Set whether or not the character is crouching in the animator
             m_Anim.SetBool("Crouch", crouch);
 
             //only control the player if grounded or airControl is turned on
             if (m_Grounded || m_AirControl)
             {
                 // Reduce the speed if crouching by the crouchSpeed multiplier
                 move = (crouch ? move*m_CrouchSpeed : move);
 
                 // The Speed animator parameter is set to the absolute value of the horizontal input.
                 m_Anim.SetFloat("Speed", Mathf.Abs(move));
 
                 // Move the character
                 m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
 
                 // If the input is moving the player right and the player is facing left...
                 if (move > 0 && !m_FacingRight)
                 {
                     // ... flip the player.
                     Flip();
                 }
                     // Otherwise if the input is moving the player left and the player is facing right...
                 else if (move < 0 && m_FacingRight)
                 {
                     // ... flip the player.
                     Flip();
                 }
             }
             // If the player should jump up
             if (m_Grounded && jump && m_Anim.GetBool("Ground"))
             {
                 // Add a vertical force to the player.
                 m_Grounded = false;
                 m_Anim.SetBool("Ground", false);
 
                 m_Rigidbody2D.velocity = new Vector3 (0, 0, 0);
 
 
                 if (m_FacingRight == true) {
                     m_Rigidbody2D.AddForce(new Vector2(f_JumpForce, m_JumpForce));
                 }
 
                 else
                 m_Rigidbody2D.AddForce(new Vector2(-f_JumpForce, m_JumpForce));
             }
             // If the player should jump forward
             if (m_Grounded && jump && m_Anim.GetBool("Ground"))
             {
                 // Add a vertical force to the player.
                 m_Grounded = false;
                 m_Anim.SetBool("Ground", false);
 
                 m_Rigidbody2D.velocity = new Vector3 (0, 0, 0);
 
 
                 if (m_FacingRight == true) {
                     m_Rigidbody2D.AddForce(new Vector2(f_JumpForceL, m_JumpForceL));
                 }
 
                 else
                     m_Rigidbody2D.AddForce(new Vector2(-f_JumpForceL, m_JumpForceL));
             }
         }
 
 
         private void Flip()
         {
             // Switch the way the player is labelled as facing.
             m_FacingRight = !m_FacingRight;
 
             // Multiply the player's x local scale by -1.
             Vector3 theScale = transform.localScale;
             theScale.x *= -1;
             transform.localScale = theScale;
         }
     }
 }
 

Here is what I have for the input manager so far.

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets._2D
 {
     [RequireComponent(typeof (PlatformerCharacter2D))]
     public class Platformer2DUserControl : MonoBehaviour
     {
         private PlatformerCharacter2D m_Character;
         private bool m_Jump;
         private bool m_Jump_L;
 
 
 
         private void Awake()
         {
             m_Character = GetComponent<PlatformerCharacter2D>();
         }
 
 
         private void Update()
         {
             if (!m_Jump)
             {
                 // Read the jump input in Update so button presses aren't missed.
                 m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
             }
 
             if (!m_Jump_L)
             {
                 // Read the jump input in Update so button presses aren't missed.
                 m_Jump_L = CrossPlatformInputManager.GetButtonDown("Jump_L");
             }
         }
 
 
         private void FixedUpdate()
         {
             // Read the inputs.
             bool crouch = Input.GetKey(KeyCode.LeftControl);
             float h = CrossPlatformInputManager.GetAxis("Horizontal");
             // Pass all parameters to the character control script.
             m_Character.Move(h, crouch, m_Jump);
             m_Jump = false;
         }
     }
 }
 



Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

122 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Why does my character stop jumping after he jumped twice? **i'm a begginer**,I'm trying to make my character to double jump. After i've jumped twice, it doesn't jump anymore at all. Why? 0 Answers

How do I disable Jumping while on my JumpPad? 1 Answer

I can't do jump in my 2D game 1 Answer

2D jump problem when hits wall 0 Answers

Jumping on enemies help 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges