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Question by dev_harsh25 · Oct 06, 2017 at 06:16 PM · c#scripting problemjumpingjumping objectdouble jump

player not able to double jump

Hello! I made this script for double jumping.But my player does not double jump,but it can jump in the air once if it falls off the ground. here's the script:-

using UnityEngine; using System.Collections;

void Start(){ anim = GetComponent (); rb = GetComponent ();

 }
 void FixedUpdate ()
 {
     
     if (Input.GetKeyDown (KeyCode.LeftControl)) {

         anim.SetBool ("attack", true);
     } else  {
         anim.SetBool ("attack", false);
     }
     if (Input.GetKeyDown (KeyCode.Space) ){
         if(IsGrounded){
             rb.velocity += new Vector3 (rb.velocity.x,jumpHeight,rb.velocity.z);
             dj = true;
         }else{
             if(dj){
                 dj = false;
                 rb.velocity += new Vector3 (rb.velocity.x,jumpSpeed,rb.velocity.z);

             }
         }
     }
 

         float moveH = Input.GetAxis ("Horizontal");
         Vector3 movement = new Vector3 (moveH * 20, rb.velocity.y, 0f);
         rb.velocity = movement; 
         if (moveH < 0) {

             rb.rotation = Quaternion.Euler (0, 180, 0);
         }  
         if (moveH > 0 && transform.eulerAngles.y == 180) {
         
             rb.rotation = Quaternion.Euler (0, 0, 0);
         }
     }
 void OnCollisionEnter(Collision other){

     if (other.gameObject.tag == "Ground") {
         IsGrounded = true;
     }
 }
     void OnCollisionExit (Collision other)
 {

     if (other.gameObject.tag == "Ground") {
         IsGrounded = false;

     }
 }void OnCollisionStay(Collision other){
     if (other.gameObject.tag == "Ground") {
         IsGrounded = true;
     }

 }

 }
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avatar image unit_nick · Oct 06, 2017 at 06:44 PM 1
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dj is only declared in if(IsGrounded) so it's not available in the else. You probably just need to declare dj somewhere outside the if/else statements

avatar image Hanoble · Oct 06, 2017 at 07:11 PM 0
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Have you placed breakpoints in your script and tried debugging that way?

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