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Question by deyermand100 · Dec 19, 2017 at 01:41 PM · jumpjumping

jump not working,Code for jump isn't working, help!

I'm currently working on a game for BPA ((business professionals of America And this code is for a character that needs to move left, right and jump. Right now the character can indeed move left and right and the animations look good! And I do have the animation for the jump down already. I was following a outdated tutorial for a while but my classmate helped me out with getting it to work, but the one thing we cannot figure out is the jump. I made a ground check, and a bool for ground. All I need now is for the jump to work along with the animations, it would mean a lot if someone could help. Here's my code! Extra info would be this is a 2d game and what not.


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

public class CInnabunController : MonoBehaviour {

 public float maxSpeed = 8f;
 bool left = true;
 Animator a;

 bool grounded = false;
 public Transform groundCheck;
 float groundRadius = 0.2f;
 public LayerMask whatIsGround;
 public float jumpForce = 700f;


 

 void Start () {

     a = GetComponent<Animator> ();

 }

 void FixedUpdate () {


     grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
     a.SetBool ("Ground", grounded);

     a.SetFloat ("vSpeed", GetComponent<Rigidbody2D>().velocity = new Vector2 (0f,3f));



     float move = Input.GetAxis ("Horizontal");
     a.SetFloat ("Speed", Mathf.Abs (move));
     GetComponent<Rigidbody2D> ().velocity = new Vector2 (move * maxSpeed, GetComponent<Rigidbody2D> ().velocity.y);

     if (Input.GetKey (KeyCode.LeftArrow)) {
         transform.position += Vector3.left * maxSpeed * Time.deltaTime;
     
     }
     else if (Input.GetKey (KeyCode.RightArrow)) {
         transform.position += Vector3.right * maxSpeed * Time.deltaTime;

     }

     


     if (move > 0 && left)
         Flip ();
     else {
         if (move < 0 && !left)
             Flip ();
         }


 
     
     }

 void Update()
 {

     if (Input.GetKeyDown(KeyCode.UpArrow) && GetComponent<Rigidbody2D>().velocity = new Vector2(0f,3f)){
         
         a.SetBool ("Ground", false);
     }
 }

 void Flip()
 {
     left = !left;
     Vector3 scale = transform.localScale;
     scale.x *= -1;
     transform.localScale = scale;
 }


     
     

}

// GetComponant().velocity = new Vector3 (x,y,z) float = f,

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Answer by deyermand100 · Dec 19, 2017 at 01:47 PM

edit: this seems to be the line that is causing errors, not sure if this will help but here

if (Input.GetKeyDown(KeyCode.UpArrow) && GetComponent().velocity = new Vector2(0f,3f)){ ((line 68))

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