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Question by kuburga · Apr 06, 2017 at 03:12 PM · c#physicsscripting beginnerbasic

Why Does My Script Allow Double-Jumping?

Hello people, I'm trying to write a simple script to make my character jump on top of what is taught in Roll a Ball tutorial. I looked for some help in this website to write this jumping script but for some reason it's allowing my player to doublejump. Any help would be appreciated :)

Also does OnCollusionStay somehow "know" what is ground or does it simply turn back to true on any collusion event? How do I introduce e.g. "MyGroundPlane" GameObject to the code?

Thanks.

(Edit: Spelling.)


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerScript : MonoBehaviour {
 
     Rigidbody rb;
     public float speed;
     public float jumpForce;
     public Vector3 jump;
     public Vector3 movement;
     public bool isGrounded;
 
     void Start () {
         rb = GetComponent<Rigidbody>();
         speed = 10;
         jumpForce = 5;
     }
 
     private void OnCollisionStay(Collision collision)
     {
         isGrounded = true;
     }
 
     void FixedUpdate () {
 
         //Move
         float moveHorizontal = Input.GetAxis("Horizontal");
         float moveVertical = Input.GetAxis("Vertical");
         movement = new Vector3(moveHorizontal * speed, 0, moveVertical * speed);
         rb.AddForce(movement);
 
         //Jump
         jump = new Vector3(0, jumpForce, 0);
         if (Input.GetKeyDown("space") && isGrounded == true)
         {
             rb.AddForce(jump, ForceMode.Impulse);
             isGrounded = false;
         }
     }
 }
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Answer by Cuttlas-U · Apr 06, 2017 at 08:37 PM

hi u can check if u had collision with the ground object by using tag assign a tag to the ground object then compare if u really hit the right object:

   private void OnCollisionStay(Collision collision)
     {
         if (collision.gameObject.tag =="your tag")
         isGrounded = true;
     }


this way u are sure u hit the ground;

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Answer by mnarimani · Apr 06, 2017 at 08:23 PM

OnCollisionStay as it is right now, doesn't care what you hit, it will set isGrounded to true, what I recommend is to add this in FixedUpdate and remove OnCollisionStay:

  isGrounded = Mathf.Abs(rb.velocity.y) < 0.1;
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Answer by kuburga · Apr 10, 2017 at 02:31 PM

Thanks a lot for the answers! :)

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