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This question was closed Jun 09, 2018 at 12:10 PM by $$anonymous$$.
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Question by $$anonymous$$ · Jun 07, 2018 at 04:29 PM · 2d-platformerjumpplayer movementphysics 2d

How do I do a Snappy Jump in 2D with my 2D Jump Script?

I have a working Jump Script, but the Jump is not as Snappy as I need. I want the Player to Jump immidiately, not Float up a bit and then Jump, like in Version 0.0.2 of the Game I'm speaking.


The Jump Script has only the Jump Functions and not the Walk Functions, because I separated the Jump and Walk Scripts. Here is the Jump Script:


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

public class Test2PlayerJump : MonoBehaviour {

 public Rigidbody2D rb2d;

 public float JumpForce;

 public float MaxTime;
 private float CurrentTime;

 private bool Grounded;
 public bool CanHoldJump;

 // Use this for initialization
 void Start () {

     rb2d = GetComponent<Rigidbody2D>();

     JumpForce = 30;

     MaxTime = 0.25f;
     CurrentTime = MaxTime;

     Grounded = true;
     CanHoldJump = true;

 }

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

     if (CanHoldJump == true)
     {
         if (CurrentTime >= 0)
         {
             rb2d.AddForce(new Vector2(0, Input.GetAxis("Jump")) * JumpForce * Time.deltaTime, ForceMode2D.Impulse);
             CurrentTime -= Time.deltaTime;
         }
     }
     else if (Grounded == false)
     {
         CanHoldJump = false;
     }

     if (Grounded == true)
     {
         CurrentTime = MaxTime;
     }

 }

 private void OnCollisionStay2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Ground")
     {
         Grounded = true;
         CanHoldJump = true;
     }
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Answer by _samuel12345 · Jun 07, 2018 at 04:41 PM

Just change the player's position like this:

     transform.position = new Vector2(transform.position.x, transform.position.y + jumpHeight);
 

This should teleport the player up immediately.

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avatar image $$anonymous$$ · Jun 07, 2018 at 05:23 PM 0
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@_samuel12345

Oops. I accidentally imported the Archived Jump Script into this Question.

Now I fixed it so you now see the new Jump Script I'm actually using. :)

This Answer was before the fixed question, where the Script looked like this, which is wrong because the not working archived script, not the working one I'm actually using:


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

public class PlayerJump : $$anonymous$$onoBehaviour {

 Rigidbody2D rb2d;
 public float jumpHeight;
 public float jumpStart;

 void Start () {
     rb2d = GetComponent<Rigidbody2D> ();
 }

 void Update () {
     //$$anonymous$$ove Player according to Input:
     transform.position = new Vector2(transform.position.x, transform.position.y + jumpStart);
     rb2d.AddForce(new Vector2(0, (Input.GetAxis ("Jump")) * jumpHeight * Time.deltaTime ), Force$$anonymous$$ode2D.Impulse);
 }

}

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