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Question by unity_6ZMJlhFpaWH3QA · Jul 02, 2019 at 08:27 PM · jumpingplatformerfauxgravity

problem with faux gravity (Small planet like 2D physics) and player jumping

public class PlayerMovement : MonoBehaviour { //Scripts public PlanetScript PlanetScp;

 //RigidyBody 2D
 Rigidbody2D rb;

 //bools
 bool canMove = true;


 // floats
 public float MoveSpeed = 10f;
 public float JumpSpeed = 10f;


 //ints
 public int NumberOfJumps = 2;
 public int NumberOfJumpsDefault = 2;
 public float MaxTimeInAir = 2;


 void Start()
 {
     rb = GetComponent<Rigidbody2D>();
     NumberOfJumps = NumberOfJumpsDefault;

 }


 void Update()
 {

     if (canMove)
     {
         if (Input.GetKey("d")) { Run(1); }
         if (Input.GetKey("a")) { Run(-1); }

         if (Input.GetKeyDown("space") && NumberOfJumps > 0)
         {
             Jump();
             NumberOfJumps--;

         }

         if (rb.velocity.y == 0)
         {
             NumberOfJumps = NumberOfJumpsDefault;
         }


     }
 }

 void Run(int directionOnX)
 {
     Vector2 horizontal = new Vector2(directionOnX, rb.velocity.y).normalized;
     rb.MovePosition(rb.transform.position + rb.transform.TransformDirection((horizontal) * MoveSpeed * Time.deltaTime));
 }

 void Jump()
 {

     Vector2 vertical = new Vector2(rb.velocity.x, JumpSpeed).normalized;
     rb.velocity = rb.transform.position + rb.transform.TransformDirection((vertical) * MoveSpeed * Time.deltaTime);
     rb.velocity = rb.transform.position + rb.transform.TransformDirection((-vertical) * MoveSpeed * Time.deltaTime);

//the problem is that when the player is jumping and moving, he will keep flying away from the planet //hope this is enough

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