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Question by SideID · May 01, 2018 at 07:13 AM · c#scripting problemjumping

jumping issues

in unity i have a character, who will jump( without the if tag), but as many times as he wants. if i put that if tag, i woundnt jump at all. Help with my code C#, or please let me know the soliution to my problem (bold) MY CODE ----

using UnityEngine;

public class movement : MonoBehaviour {

  private Rigidbody rb;
  public float speed;
  public float jumpvelocity;
  float jumptime = 0f;
   
  public KeyCode up; // The button is the letter q
  float adjsVelsocityY;
  public void Start()
  {
      rb = GetComponent<Rigidbody>();
  }
  public void FixedUpdate()
  {
      adjsVelsocityY = 0f;
    
      if (Input.GetKeyDown(up))
      {
          if (jumptime >= 1)
          {
              adjsVelsocityY = jumpvelocity;
              jumptime = jumptime + 1;
          }
          
      }
      
      rb.velocity = new Vector3(rb.velocity.x, rb.velocity.y + adjsVelsocityY, rb.velocity.z);
      adjsVelsocityY = 0f;
  }
  public void OnTriggerEnter(Collider other)
  {
      if (other.CompareTag("ground")) //i did set the tag
      {
          jumptime = 0f;
      }
  }

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avatar image Harinezumi · May 01, 2018 at 08:04 AM 0
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The problem is that you only increase jumpTime when you are jumping, but to jump jumpTime already has to be at least 1.
I'm not sure what you want to achieve with the jumpTime variable, but I think you should move the jumpTime = jumpTime +1; line just before the if (jumpTime >= 1) line.

Also, I think you want to use a non-trigger collider for your ground, because trigger colliders do not stop movement with physics (they are just detectors of collision, for triggering, hence the name). So I would use OnCollisionEnter (Collision collision), and uncheck the trigger on the ground collider.

Finally, some coding suggestions: you can have a local adjsVelocityY variable in FixedUpdate(), you don't need to have it as a class variable. Then its value is not kept between calls to FixedUpdate(), so you don't need to reset it to 0. Also, you can write someIntVariable = someIntVariable + 1; simpler like this someIntVariable++;

avatar image shadowpuppet · May 01, 2018 at 02:39 PM 0
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shouldn't it read jumptime += 1;?maybe that is your the if statement doesn't work because you aren't adding 1 to jumptime

   adjsVelsocityY = jumpvelocity;
               jumptime += 1;
avatar image Harinezumi shadowpuppet · May 01, 2018 at 02:44 PM 0
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jumpTime += 1; is literally the same as jumpTime = jumpTime + 1; (or as I suggested, jumpTime++;, or also, ++jumpTime;, and I'm sure there other ways as well).

avatar image shadowpuppet Harinezumi · May 01, 2018 at 03:08 PM 1
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ok, thanks. Good to know. I learn more than I inform here, that's for sure. until recently I had always been writing if(other.tag==player) rather than the more efficient if(other.CompareTag ("Player"))

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