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Question by Raggo3D · Jun 02, 2016 at 09:30 AM · c#jumpjumpingplatformerjumping object

Can't get platforming character to jump

Been scratching my head for days. Here's my script

 public class characterMovement : MonoBehaviour {

 public float speed = 6.0f;
 public float gravity = -75.0f;
 public float jumpSpeed = 100.0f;
 private Vector3 moveDirection = Vector3.zero;
 
 void Start ()
 {

 }
 
 void Update()
 {
     CharacterController controller = GetComponent<CharacterController>();
     moveDirection = new Vector3(0, 0, Input.GetAxis("Horizontal"));
     moveDirection = transform.TransformDirection(moveDirection);
     moveDirection *= speed;
     
     //checking if grounded

     if (controller.isGrounded)
     {
         print("grounded!");
         if (Input.GetKeyDown(KeyCode.Joystick1Button0))
         {
             moveDirection.y = jumpSpeed;
             print("we jumpin");
         }

     }

     //move the thing

     moveDirection.y = gravity;
     controller.Move(moveDirection * Time.deltaTime);
     
  }
 }

When I play the game and hit the "A" button on the 360 controller, I get my "we jumpin" message, which tells me its receiving the input, but I still can't get the character to jump. My public floats are the same in the script as they are in the unity editor.

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Answer by allenallenallen · Jun 02, 2016 at 09:33 AM

When adding jump height or applying gravity, always add or subtract, not make it directly equal.

 moveDirection.y += jumpSpeed;
 
 moveDirection.y += gravity; // Since your gravity is negative, I used +
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Answer by $$anonymous$$ · Jun 04, 2016 at 03:53 PM

Maybe use this:

    if(someKeyTouched)
         myRigidBody.AddForce(transform.up * jumpForce);

this script will make jump your rigidbody (2d or 3d) + if you add physics materia, you can make it bounce :)

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