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This question was closed Sep 07, 2018 at 02:41 PM by tokyotora26 for the following reason:

The question is answered, right answer was accepted

avatar image
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Question by tokyotora26 · Sep 01, 2018 at 11:04 AM · c#codepagedouble jump

Double Jump

Hello guys, I know alot of people asked to this, and I know there are alot of tutorials..but I really don't know how to came out.

So, I followed a tutorial, and now my character is moving and jumping; but what about if I want him to double jump? What can I do in this case? Here the code I'm using

       //ANIMATIONS
                 //PLAYER DIRECTION
                 if (moveX < 0.0f && facingRight == false)
                 {
                     FlipPlayer();
                 }
                 else if (moveX > 0.0f && facingRight == true)
                 {
                     FlipPlayer();
         
                 }
                 //PHYSICS
                 gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(moveX * playerSpeed, gameObject.GetComponent<Rigidbody2D>().velocity.y);
         
             }
         
             void Jump()
             {
         
                 //JUMPING CODE
                 GetComponent<Rigidbody2D>().AddForce (Vector2.up * playerJumpPower);
     

   
 

Thank you all for the help!

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avatar image eses · Sep 01, 2018 at 11:09 AM 0
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@tokyotora26 - You have two similar questions on double jumping, only 10 $$anonymous$$utes between them. Which one is correct?

avatar image tokyotora26 eses · Sep 01, 2018 at 11:12 AM 0
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This one, an error of $$anonymous$$e. Please forgive me :'(

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Answer by eses · Sep 01, 2018 at 11:11 AM

Hi @tokyotora26 - This question has already been asked answered - just google it:

https://answers.unity.com/questions/643228/double-jump-2.html

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avatar image tokyotora26 · Sep 01, 2018 at 11:23 AM 0
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I know I'm a kind of n00b, but it's really my very first time in ga$$anonymous$$g, so.. I've tried, the problem persist. As I said I 've checked alot of tutorials and discussions, but I really don't know how to match the codes correct with $$anonymous$$e... It's clear that I'm missing something, but I can't figure what is..

avatar image eses tokyotora26 · Sep 01, 2018 at 12:39 PM 0
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@tokyotora26 - "Please Help!" is not synonym for getting free code ins$$anonymous$$d doing the learning yourself. I'm in the same boat, maybe a step or two ahead.

You don't have to match any code with yours, you'll have to learn the basics of C#, Unity and coding in general. If you had, you'd notice what they did, ins$$anonymous$$d of blindly taking some piece of code you don't understand.

avatar image tokyotora26 eses · Sep 01, 2018 at 01:29 PM 0
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Oh well, never$$anonymous$$d then. I'll just do myself. I didn't asking for free codes at all anyway, I'm working hard with everything, this code too and not so "blindy" as you think. If I didn't tried myself many times maybe I probably not be here asking right now, what I needed it was just a hint. Thanks for nothing.

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Answer by Rynbernsz · Sep 01, 2018 at 01:44 PM

What I did was:

add a jump counter.

And if player wasn't grounded and jumpCount is less than 1,

then call jump again

and jumpCount++.

Pretty simple once I figured it out. Try that and see what ya get. Hopefully I explained it clearly!

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avatar image tokyotora26 · Sep 01, 2018 at 02:12 PM 0
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Thank you for the kind help, here what I did:

  int jumpCount = 2;

and in //CONTROLS

    if (isGrounded == false && jumpCount < 1)
         {
 
             Jump();  jumpCount++;
         }
 

But I know i did a mistake for sure, because it's not working.. but at least I don't have errors of Script this time x'3

avatar image Rynbernsz tokyotora26 · Sep 02, 2018 at 01:03 PM 0
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What does your jump function look like?

avatar image tokyotora26 Rynbernsz · Sep 05, 2018 at 01:32 PM 0
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Hello, sorry for the late, I tried again from the start, but nothing seems to work... the function is this

     void OnCollisionEnter2D(Collision2D col)
     {
 
         Debug.Log("Player has collided with" + col.collider.name);
         if (col.gameObject.tag == "ground")
         {
 
             isGrounded = true;
             jumps = 0;
             anim.SetBool("IsJumping", false);
         }
 
 
 
     }
 
     void Jumping()
     {
         if (Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Space))
         {
             if (isGrounded)
 
             {
                 body.AddForce(Vector2.up * jumpforce, Force$$anonymous$$ode2D.Impulse);
                 jumps++;
                 anim.SetBool("IsJumping", true);
             }
 
             else
 
             {
 
                 if (jumps < maxJumps)
                 {
 
                     body.AddForce(Vector2.up * jumpforce, Force$$anonymous$$ode2D.Impulse);
                     jumps++;
                     anim.SetBool("IsJumping", true);
                 }
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