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Question by IlyesDz12 · Jun 04, 2020 at 03:39 PM · 2d2d game2d-platformerjump2d-gameplay

I Can't Jump, And If I Remove if(isGrounded) I Can Do More Then 10 Jumps IN The Air

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

public class Movement : MonoBehaviour {

 public float Speed;
 public float JumpForce;

 bool isGrounded = false;

 private Rigidbody2D rb;
 float movX;
 // Use this for initialization
 void Start () 
 {
     rb = GetComponent<Rigidbody2D>();
 }

 void Update () 
 {
     movX = Input.GetAxis("Horizontal");

     rb.velocity = new Vector2 (movX * Speed, rb.velocity.y);

     if(Input.GetKeyDown(KeyCode.Space)) 
     {
         if(isGrounded)
             jump ();
     }
 }

 void jump()
 {
     rb.AddForce (transform.up * JumpForce);
     isGrounded = false;
 }

 private void OnCollisioneEnter2D(Collision2D collision)
 {
     if(collision.gameObject.tag == "ground")
     {
         isGrounded = true;
     }
 }

}

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avatar image exploringunity · Jun 04, 2020 at 04:41 PM 1
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One thing that is sticking out is a typo: OnCollisioneEnter2D -> OnCollisionEnter2D (note the extra "e" in the first one).

Things to check: Is the collision occurring? Is everything tagged correctly? Try adding some logging like this to see if it helps you find the issue:

     private void OnCollisionEnter2D(Collision2D collision)
     {
         var other = collision.gameObject;
         Debug.Log($"{name} (tag = {tag} colliding with {other.name} (tag = {other.tag})");
         if (collision.gameObject.tag == "ground")
         {
             isGrounded = true;
         }
     }

You're not alone, I too have banged my head into the wall for quite a while only to find the solution was that I forgot to tag one of my GameObjects or misspelled a lifecycle method :) Hope this helps!

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Answer by N-8-D-e-v · Jun 05, 2020 at 06:59 PM

make sure to tag your ground as "ground", oncollisionenter2d is spelled wrong, and also I wouldn't do it this way, as it normally doesnt work. Instead either raycast, https://docs.unity3d.com/ScriptReference/Physics2D.Raycast.html or create an empty gameobject as a child of the player at his/her feet, and put a collider on it to do a ground check

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