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How Would I Add A Delay Between Jumps .
How Would I Add A Delay Between Jumps So People Cant Hold Jump And Keep Jumping. Rather Only Be Able To Press Jump.
public float speed = 10f;
public float gravity = -10f;
public float jumpHeight = 5f;
public Transform groundCheck;
public float groundDistance = 0.7f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxisRaw("Horizontal");
float z = Input.GetAxisRaw("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButton("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
controller = GetComponent<CharacterController>();
if (isGrounded && velocity.y < 0)
{
controller.slopeLimit = 45.0f;
velocity.y = -2f;
}
if (Input.GetButtonDown("Jump") && isGrounded)
{
controller.slopeLimit = 100.0f;
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
}
}
KEEP IN MIND IM COMPLETELY A BEGINNER AND HAVE ALMOST NO KNOWLEDGE OF CODING.
Answer by michaelfelleisen · Jun 05, 2020 at 11:53 AM
https://docs.unity3d.com/ScriptReference/Physics.Raycast.html
you could try raycasts, but Physics.SphereCheck should be fine as well
Answer by frederikedel · Jun 06, 2020 at 06:23 AM
If i understood your qustion right, you want to have a timer. @Fob823
public float targetTime = 2f;
// Update is called once per frame
void Update()
{
targetTime -= Time.deltaTime;
if (Input.GetKey(KeyCode.Space)) {
if (targetTime <= 0.0f)
{
//jump action
targetTime = 2f;
}
}
}
Answer by N-8-D-e-v · Jun 05, 2020 at 06:54 PM
Like @maichaelfelleisen said, a raycast or Physics.spherecast would work, or an empty gameobject that is a child of the player with a collider attatched would work. If you really don't want to do that, and your game is simple enough, you could use a coroutine to wait a certain amount of seconds before the player can jump again, but that isn't very efficient
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