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Question by BabyDev · Jul 14, 2014 at 07:20 PM · jumpdouble

Jump is registered when falling of platform?

hey everyone!

I am creating my endless runner at the moment and I have coded a double jump.

However the wierd part is is when my character falls of the platform I can only jump 1 more time. So basically if I am grounded I can jump 2 times. But if I start jumping when I am not grounded(aka when I am first falling and then decide to jump) I can only jump once more.

Here is my code:

 void FixedUpdate () {
     move += (1f/500f);

     if(move > 14) {
         move = 14;
     }

     grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
     anim.SetBool ("Ground", grounded);

     //if game over. Stop moving.
     if(GameOver.GameOver == false) {
         rigidbody2D.velocity = new Vector2(move, rigidbody2D.velocity.y);
     }
 }

 void Update() {
     if(grounded) {
         jumping = 0;
     }

     if(Input.GetKeyDown (KeyCode.Space)) {
         Debug.Log ("test");
         jumping+=1;

         if(jumping < 2) {
             //play jump sound.
             audio.Play ();

             //make velocity equal to 0.
             rigidbody2D.velocity = new Vector2 (rigidbody2D.velocity.x,0);

             //character jumps
             rigidbody2D.AddForce(new Vector2(0, jumpForce));
         }
     }
 }






Thanks in advance^^!

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Answer by BabyDev · Jul 14, 2014 at 08:45 PM

I already fixed it myself! Here is my new code: void FixedUpdate () { move += (1f/500f);

     if(move > 14) {
         move = 14;
     }

     //if game over. Stop moving.
     if(GameOver.GameOver == false) {
         rigidbody2D.velocity = new Vector2(move, rigidbody2D.velocity.y);
     }
 }

 void Update() {
     if(Input.GetKeyDown (KeyCode.Space)) {
         jumping+=1;
         anim.SetBool ("Ground", false);

         if(jumping < 3) {
             //play jump sound.
             audio.Play ();

             //make velocity equal to 0.
             rigidbody2D.velocity = new Vector2 (rigidbody2D.velocity.x,0);

             //character jumps
             rigidbody2D.AddForce(new Vector2(0, jumpForce));
         }
     }
 }

 void OnCollisionEnter2D (Collision2D col) {
     if(col.gameObject.tag == "GroundSpawn") {
         jumping = 0;
         anim.SetBool ("Ground", true);
     }
 }
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