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Question by Sorx · Jan 20, 2018 at 11:52 PM · c#forcedouble jumpfightingame

Double Jump in Fighting Game,Double Jump with Force

I am having difficulty with Jumping in my fighting game (like Super Smash Bros).

I was using a jumping script based on the Rigidibody2D.velocity but the problem with it was that when an opponent hits the player (Force gets applied to the player) he could just deny the knockback with pressing the jump button.

Thats why I wanted to change the jump to a force jump but double jumping doesn't quite work how I want it to be, and another problem for me is how to implement shorthops and long hops in it. It would be AWESOME if one of you guys could "translate" my velocity based script to a force based one.

My velocity jump

 if (Input.GetKeyDown(jump) && jumped < 2) {
     isGrounded = false;
     rb.velocity = Vector2.up * jumpvelocity;
     jumped++;
 }
 if (rb.velocity.y < 0) {
     rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime;
 } else if (rb.velocity.y > 0 && !Input.GetKey(jump)) {
     rb.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime;
 }
 

,I am having difficulty with Jumping in my fighting game. I was using a jumping script based on the Rigidibody2D.velocity but the problem with it was that when an opponent hits the player (Force gets applied to the player) he could just deny the knockback with pressing the jump button. Thats why I wanted to change the jump to a force jump but double jumping doesn't quite work how I want it to be, and another problem for me is how to implement shorthops and long hops in it. It would be AWESOME if one of you guys could "translate" my velocity based script to a force based one.

My velocity jump

 if (Input.GetKeyDown(jump) && jumped < 2) {
     isGrounded = false;
     rb.velocity = Vector2.up * jumpvelocity;
     jumped++;
 }
 if (rb.velocity.y < 0) {
     rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime;
 } else if (rb.velocity.y > 0 && !Input.GetKey(jump)) {
     rb.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime;
 }
 
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Answer by PersianKiller · Jan 21, 2018 at 11:51 AM

I think using a Rigidbody2D is a better idea,it's nice and simple,you could easily create a variable name knockback .so when it was false you can jump!!! If you didnot get the idea it watch these nice and simple tutorials

they will give you the idea how to do what you want.

part1(creating a character and animation stuff)

https://streamable.com/f0j1r

part2(add enemy)

https://streamable.com/hpuyz

part3(knock back)

https://streamable.com/5t8bm

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