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Question by LyraxH · Sep 29, 2020 at 10:58 AM · 2d-platformerphysics2d

i can jump an infinite amount of times, how do i make it so i can only jump once,I can jump infinitly, even though i only want it once

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

public class PlayerMovement : MonoBehaviour { public float movementSpeed; public Rigidbody2D rb;

 public float jumpForce = 15f;

 public Transform feet;

 public LayerMask groundLayers;


 float mx;

 private void Update()
 {
     mx = Input.GetAxisRaw("Horizontal");

     if (Input.GetButtonDown("Jump") && isGrounded())
     {
         Jump();
     }
 }

 private void FixedUpdate()
 {
     Vector2 movement = new Vector2(mx * movementSpeed, rb.velocity.y);

     rb.velocity = movement;

 }
     void Jump()
     {
         Vector2 movement = new Vector2(rb.velocity.x, jumpForce);

         rb.velocity = movement;
     }

 public bool isGrounded()
 {
     Collider2D groundCheck = Physics2D.OverlapCircle(feet.position, 0.5f, groundLayers);

     if(groundCheck != null)
     {
         return true;            
     }
     
     return false;    
 }
 0

} , using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerMovement : MonoBehaviour { public float movementSpeed; public Rigidbody2D rb;

 public float jumpForce = 15f;

 public Transform feet;

 public LayerMask groundLayers;


 float mx;

 private void Update()
 {
     mx = Input.GetAxisRaw("Horizontal");

     if (Input.GetButtonDown("Jump") && isGrounded())
     {
         Jump();
     }
 }

 private void FixedUpdate()
 {
     Vector2 movement = new Vector2(mx * movementSpeed, rb.velocity.y);

     rb.velocity = movement;

 }
     void Jump()
     {
         Vector2 movement = new Vector2(rb.velocity.x, jumpForce);

         rb.velocity = movement;
     }

 public bool isGrounded()
 {
     Collider2D groundCheck = Physics2D.OverlapCircle(feet.position, 0.5f, groundLayers);

     if(groundCheck != null)
     {
         return true;            
     }
     
     return false;    
 }
 0

}

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