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Question by JoshMBeyer · Aug 19, 2014 at 11:13 AM · rigidbody2daddforcevector2up

Trying to make a bounce platform that tosses the player.

I want to make a bounce platform. I tried to figure it out myself but no luck. I got it to work somewhat, but for some reason it would only work if I entered the trigger from the left side. So after trying different things this is what I have right now and its not doing anything. This is probably the wrong way to do it, so any suggestions would help.

 public float bounciness;
    
 
     void OnTriggerEnter2D(Collider2D other)
     {
         if (other.tag == "Player")
         {
             GameObject player = GameObject.FindGameObjectWithTag("Player");
             player.GetComponent<Rigidbody2D>().AddForce(Vector2.up, ForceMode2D.Force);
             
 
         }
     }
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Answer by JustFun · Aug 19, 2014 at 02:30 PM

Uncheck IsTrigger checkbox in collider settings, check IsKinematic and FixedAngle in rigidbody 2D settings. Change the code:

     public float bounciness; // Determines jump height
 
     void OnCollisionEnter2D(Collision2D other)
     {
         other.rigidbody.AddForce(new Vector2(-other.relativeVelocity.x, other.relativeVelocity.y) * bounciness, ForceMode2D.Impulse);
            // set x value of new force vector to 0.0f, if you need the jump was straight up
     }





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avatar image JoshMBeyer · Aug 20, 2014 at 03:42 AM 0
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Ok It's working. But when if i jump on it over and over, each time i get thrown further and further.

avatar image JustFun · Aug 20, 2014 at 06:14 AM 0
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This happens when bounciness > 1. If you need player jump up to fixed height, then force vector must be Vector2.up with multiplier:

 other.rigidbody.AddForce(Vector2.up * bounciness, Force$$anonymous$$ode2D.Impulse);
 

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