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Question by NeilLondon · Aug 14, 2020 at 10:07 AM · scripting problemphysicscharactercontrollerphysics2d

[Solved] Prevent movement while in the air while keeping momentum.

I had an issue with locking my directional input but keeping my momentum when a player jumps, but I found a solution that seems to do the trick.

Basically when you jump store your current velocity in a Vector2 (or Vector3 for 3D), then with a ground checker to see if you are not on the found multiply the Vector2/3 with your horizontal axis. if you want to ad any drag then multiply that by another float.something like this:

 private void Jump()
     {
         // gets the velocity you had the moment your jump is called, then jumps your character
         currentMomentum = rigidBody2D.velocity;`enter code here`
         rigidBody2D.velocity = Vector2.up * jumpForce;
 }
 
 void HorizontalMovement()
     {
         if (isOnGround)
         {
            // your normal velocity controlled from your input
             rigidBody2D.velocity = new Vector2(horizontalMove * moveSpeed, rigidBody2D.velocity.y);
             animator.SetFloat("Speed", Mathf.Abs(horizontalMove));
         }
         else
         {
             // your velocity calculation using the stored velocity from when you jumped
             float dragTime = 1f;
             dragTime *= 2f;
             rigidBody2D.velocity = new Vector2(currentMomentum.x *dragTime , rigidBody2D.velocity.y);
         }
     }

You can also do it without any drag and you wont fly off forever.Additionally you can also throw an isJumping bool into the mix so that your momentum is only locked when you jump and not when you fall.

I hope this helps anyone who is looking for a solution like I was.

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