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 /
avatar image
0
Question by arturmetelev · Nov 19, 2018 at 02:07 PM · 2d game2d animation

Why is the jump animation not working?

I have a problem. I did a 2D character but if I jump the animation is not working. The parameter "IsJumping" is a millisecond on but then it turned off. I tried to change the "GroundCheck" but nothing happened.


CharacterController 2D:

using UnityEngine; using UnityEngine.Events;

public class CharacterController2D : MonoBehaviour { [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement [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 [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded. [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings [SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching

 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.
 const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
 private Rigidbody2D m_Rigidbody2D;
 private bool m_FacingRight = true;  // For determining which way the player is currently facing.
 private Vector3 m_Velocity = Vector3.zero;

 [Header("Events")]
 [Space]

 public UnityEvent OnLandEvent;

 [System.Serializable]
 public class BoolEvent : UnityEvent<bool> { }

 public BoolEvent OnCrouchEvent;
 private bool m_wasCrouching = false;

 private void Awake()
 {
     m_Rigidbody2D = GetComponent<Rigidbody2D>();

     if (OnLandEvent == null)
         OnLandEvent = new UnityEvent();

     if (OnCrouchEvent == null)
         OnCrouchEvent = new BoolEvent();
 }

 private void FixedUpdate()
 {
     bool wasGrounded = m_Grounded;
     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;
             if (!wasGrounded)
                 OnLandEvent.Invoke();
         }
     }
 }


 public void Move(float move, bool crouch, bool jump)
 {
     // If crouching, check to see if the character can stand up
     if (!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;
         }
     }

     //only control the player if grounded or airControl is turned on
     if (m_Grounded || m_AirControl)
     {

         // If crouching
         if (crouch)
         {
             if (!m_wasCrouching)
             {
                 m_wasCrouching = true;
                 OnCrouchEvent.Invoke(true);
             }

             // Reduce the speed by the crouchSpeed multiplier
             move *= m_CrouchSpeed;

             // Disable one of the colliders when crouching
             if (m_CrouchDisableCollider != null)
                 m_CrouchDisableCollider.enabled = false;
         } else
         {
             // Enable the collider when not crouching
             if (m_CrouchDisableCollider != null)
                 m_CrouchDisableCollider.enabled = true;

             if (m_wasCrouching)
             {
                 m_wasCrouching = false;
                 OnCrouchEvent.Invoke(false);
             }
         }

         // Move the character by finding the target velocity
         Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
         // And then smoothing it out and applying it to the character
         m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

         // 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...
     if (m_Grounded && jump)
     {
         // Add a vertical force to the player.
         m_Grounded = false;
         m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
     }
 }


 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;
 }

}


CharacterMovement:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class CharacterMovement : MonoBehaviour {

 public CharacterController2D controller;
 public Animator animator;

 public float runSpeed = 40f;

 float horizontalMove = 0f;
 bool jump = false;
 bool crouch = false;

 // Update is called once per frame
 void Update () {

     horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;

     animator.SetFloat("Speed", Mathf.Abs(horizontalMove));

     if (Input.GetButtonDown("Jump"))
     {
         jump = true;
         animator.SetBool("IsJumping", true);
     }
     
     if (Input.GetButtonDown("Crouch"))
     {
         crouch = true;
     } else if (Input.GetButtonUp("Crouch"))
     {
         crouch = false;
     }

 }

 public void OnLanding ()
 {
     animator.SetBool("IsJumping", false);
 }

 void FixedUpdate ()
 {
     //Move our Character
     controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
     jump = false;
 }

}

Comment
Add comment · Show 1
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
avatar image LarryLobster · Apr 07, 2020 at 04:01 PM 0
Share

@arturmetelev I have the same problem and wanted to ask you, if you've solved it and if you could tell me the solution please?,@arturmetelev I have the same problem and wanted to ask you if you've solved it and if you could tell me the solution?

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Baba57 · Jan 29, 2021 at 01:36 PM

In CharacterController2D find :

m_Grounded = true; if (!wasGrounded) OnLandEvent.Invoke();

and remove (!) it should be like that:

m_Grounded = true; if (wasGrounded) OnLandEvent.Invoke();

i did worked for me

Comment
Add comment · Share
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

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

109 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

Related Questions

Where could I start with making a level editor where you can create your own terrain in Unity 2D? 0 Answers

From animation to dead sprite 0 Answers

2D Z-Levels HELP Needed! Can I script multiple objects to run on z levels,,2d Multiple Z levels in one scene 0 Answers

How to sync animation if animation should be use with specially object 0 Answers

Why is my animated object making copies... Can't select or remove through Animator 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