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How Would I Add A Delay Between Jumps .
How Would I Add A Delay Between Jumps So People Cant Hold Jump And Keep Jumping. Rather Only Be Able To Press Jump.
 public float speed = 10f;
 public float gravity = -10f;
 public float jumpHeight = 5f;
 public Transform groundCheck;
 public float groundDistance = 0.7f;
 public LayerMask groundMask;
 Vector3 velocity;
 bool isGrounded;
 void Update()
 {
     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
     if (isGrounded && velocity.y < 0)
     {
         velocity.y = -2f;
     }
     float x = Input.GetAxisRaw("Horizontal");
     float z = Input.GetAxisRaw("Vertical");
     Vector3 move = transform.right * x + transform.forward * z;
     controller.Move(move * speed * Time.deltaTime);
     if (Input.GetButton("Jump") && isGrounded)
     {
         velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
     }
     velocity.y += gravity * Time.deltaTime;
     controller.Move(velocity * Time.deltaTime);
     controller = GetComponent<CharacterController>();
     if (isGrounded && velocity.y < 0)
     {
         controller.slopeLimit = 45.0f;
         velocity.y = -2f;
     }
     if (Input.GetButtonDown("Jump") && isGrounded)
     {
         controller.slopeLimit = 100.0f;
         velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
     }
 }
 
               }
KEEP IN MIND IM COMPLETELY A BEGINNER AND HAVE ALMOST NO KNOWLEDGE OF CODING.
Answer by michaelfelleisen · Jun 05, 2020 at 11:53 AM
https://docs.unity3d.com/ScriptReference/Physics.Raycast.html
you could try raycasts, but Physics.SphereCheck should be fine as well
Answer by frederikedel · Jun 06, 2020 at 06:23 AM
If i understood your qustion right, you want to have a timer. @Fob823
 public float targetTime = 2f;
 
     // Update is called once per frame
     void Update()
     {
         targetTime -= Time.deltaTime;
 
         if (Input.GetKey(KeyCode.Space)) {
             if (targetTime <= 0.0f)
             {
                 //jump action
                 targetTime = 2f;
      }
             }
                  }
 
              Answer by N-8-D-e-v · Jun 05, 2020 at 06:54 PM
Like @maichaelfelleisen said, a raycast or Physics.spherecast would work, or an empty gameobject that is a child of the player with a collider attatched would work. If you really don't want to do that, and your game is simple enough, you could use a coroutine to wait a certain amount of seconds before the player can jump again, but that isn't very efficient
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