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Question by dragonking300 · Dec 27, 2016 at 01:27 AM · c#scripting problemscripting beginner

My player character is jumping infinitely and it didn't use to do that...

I think when I added my cannon script my character started to jump infinity(as in just flying into the air without player input) and I noticed when ever my character's OnGround bool = false the character starts jumping. Fixes?

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic; // NEW
 
 public class Jump : MonoBehaviour
 {
     public bool OnGround;
     private Rigidbody rb;
     public float jumpspeed = 10;
     // NEW
     private List<string> tagsToCompare = new List<string>()
      {
          "Ground",
          "tag2",
          "tag3"  // Note how the last one doesn't need a comma.
      };
 
     void Start()
     {
         OnGround = true;
         Debug.Log("OnGround set to true in Start");
         rb = GetComponent<Rigidbody>();       
     }
     void Update()
     {
         if (OnGround)
         {
             if (Input.GetButton("Jump"))
             {
                  rb.AddForce (new Vector3(0.0f, jumpspeed, 0.0f), ForceMode.Impulse);
                 OnGround = false;
                 Debug.Log("OnGround set to false in Update");
             }
             else
             {
             }
         }
     }
     void OnCollisionEnter(Collision other)
     {
         Debug.Log("Collision entered with tag named: " + other.gameObject.tag);
         if (isTargetTag(other.gameObject.tag)) // NEW
         {
             OnGround = true;
             Debug.Log("OnGround Set To true in OnCollisionEnter, collided with tag: " + other.gameObject.tag);
         }
         else
         {
             OnGround = false;
             Debug.Log("OnGround Set To false in OnCollisionEnter, collided with tag: " + other.gameObject.tag);
         }
     }
     // NEW
     private bool isTargetTag(string tagToCheck)
     {
         return tagsToCompare.Contains(tagToCheck);
     }
 }

my cannon script

 using UnityEngine;
 using System.Collections;
 
 public class CannonScript : MonoBehaviour
 {
 
     float previousTime;
     public GameObject
         projectile,     //  The cannonball
         target,         //  The cube that the cannon points at
         cannonBallPos;  //  The spawn position of the cannon ball
     public float
         waitTime = 1,   //  Time between shots
         forceAmount = 1000;
 
     void Start()
     {
         previousTime = Time.timeSinceLevelLoad;
 
         transform.localScale = new Vector3(1, 1, 2);
 
         cannonBallPos = new GameObject("cannonBallPos");    //  Creates a new game object
         cannonBallPos.transform.parent = transform; //  Sets the parent as the cannon
         cannonBallPos.transform.position = transform.position + new Vector3(0, 0, 0.5f); //  Moves to the front of the cannon
     }
 
     void Update()
     {
         transform.LookAt(target.transform);
         if (Time.timeSinceLevelLoad - previousTime > waitTime)
         {
             previousTime = Time.timeSinceLevelLoad;
             Fire();
         }
     }
 
     void Fire()
     {
         GameObject cannonBall;
         cannonBall = (GameObject)Instantiate(projectile, cannonBallPos.transform.position, cannonBallPos.transform.rotation);
         cannonBall.GetComponent<Rigidbody>().AddForce(transform.forward * forceAmount);
     }
 }

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