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Question by un_guitariste_gaucher_random · Apr 22, 2021 at 01:10 PM · 2d2d game2d-platformerjumpnewbie

I have got bugs when i jump

Hi everybody i'm new on Unity and i have a big problem, sometimes when i jump my character jumps way too high compared to where he should jump, I've noticed that this happens a lot when I jump between the boundaries of the blocks. here is my code(Sorry for the commentaries in French i'm from Switzerland:

```c#

using UnityEngine;

public class PlayerMovement : MonoBehaviour { public float moveSpeed;

 public float jumpForce;

 public bool isGrounded = true; //on va créer une ligne sur le sol qui détecte si on est au sol ou pas (if grounded is jumping= false) ce qui permet de pas double sauter

 public Transform groundCheckLeft;
 public Transform groundCheckRight;
 public Animator animator;

 public Rigidbody2D rb;
 public SpriteRenderer spriteRenderer;

 private Vector3 velocity = Vector3.zero; // On définit le Vector3 (physic friendly sinon le 2 peut engendrer des bugs) à zéro pour que notre perso ne bouge pas automatiquement

 void Start()
 {
     animator = gameObject.GetComponent<Animator>();
 }

 void Update()
 {
     isGrounded = Physics2D.OverlapArea(groundCheckLeft.position, groundCheckRight.position); //on vérifie si on touche le sol ou pas en créant une ligne avec overlap
     
     if (!isGrounded)
     {
         animator.SetTrigger("Jumping");
     }
     else
     {
         animator.ResetTrigger("Jumping");
     }

     float horizontalMovement = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
     float verticalMvt = Input.GetAxis("Vertical");
      
     MovePlayer(horizontalMovement, verticalMvt);

     Flip(rb.velocity.x); //On prend la valeur de l'axe x non absolue (qui peut donc être négative)
     
     float characterVelocity = Mathf.Abs(rb.velocity.x); //elle va toujours renvoyer une valeur positive (le problème vient du fait que si on va à gauche la vitesse sera négative, cette ligne de code nous permet de palier à ce problème et donc renvoie une valeur toujours positive.)

     animator.SetFloat("Speed", characterVelocity); //on envoie la vélocité à l'animator qui va gérer les animations
 }
 
 void MovePlayer (float _horizontalMovement, float _verticalMvt)
 {
     Vector3 targetVelocity = new Vector2(_horizontalMovement, rb.velocity.y); //On calcule la vélocité estimée
     rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref velocity, .05f); // SmoothDamp nous permettra de "glisser" sur la map

     if (isGrounded && _verticalMvt != 0) 
     {
         rb.AddForce(new Vector2(0f, jumpForce)); // saut
     }
 }

 void Flip(float _velocity)
 {
     if (_velocity > -0.1f)
     {
         spriteRenderer.flipX = false; // Si on va à droite notre vitesse sera positive si on va à gauche elle sera négative de base notre joueur regarde vers la droite donc si la vélocité vers la droite est plus grande que 0.1 on regarde vers la droite et cela nous permettra d'activer la fonction flip x dans Unity qui fait retourner notre personnage
     }
     else if (_velocity < 0.1f)
     {
         spriteRenderer.flipX = true;
     }

 }

}

```

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