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Question by marco_moutinho_unity_dev · Sep 25, 2021 at 09:58 PM · c#3dunity5

How to Double Jump??? Whats Wrong?

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

public class TpCharacterMovement : MonoBehaviour { public CharacterController cController; public Transform cam; public Transform groundCheck;

 public float movementSpeed = 6;
 public float turnSmoothTime = 0.1f;
 public float groundDistance = 0.1f;
 public float jumpHeight = 3.0f;
 private float doubleJjumpHeight = 3.0f;
 private int cJump = 0;

 private float gravity = -39.00f;
 private float turnSmoothVelocity;

 private Vector3 velocity;

 public LayerMask groundMask;

 private bool isGrounded;
 private bool canDoubleJump;

 // Update is called once per frame;
 void Update()
 {
     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

     if (isGrounded && velocity.y < 0)
     {
         //velocity.y = -2.0f;
     }

     float horizontal = Input.GetAxisRaw("Horizontal");
     float vertical = Input.GetAxisRaw("Forward");

     //normalized is to not over speed when press for exemple W and D. Cause its to Axis at the same time;
     Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

     if (direction.magnitude >= 0.1f)
     {
         float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
         float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);

         transform.rotation = Quaternion.Euler(0f, angle, 0f);
         Vector3 moveDirection = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;

         // Apply the movement calculations;
         cController.Move(moveDirection * movementSpeed * Time.deltaTime);
     }

     if (Input.GetButton("Jump") && isGrounded)
     {
         // Real Math Equasion formula to calculate: Ammount of velocity to jump a certain height;
         velocity.y = Mathf.Sqrt(jumpHeight * -2.0f * gravity);
         canDoubleJump = true;
     }
     if (Input.GetButton("Jump") && canDoubleJump)
     {
         velocity.y = Mathf.Sqrt(doubleJjumpHeight * -2.0f * gravity);
         canDoubleJump = false;
     }

     //Simulate Gravity to the Character;
     velocity.y += gravity * Time.deltaTime;
     cController.Move(velocity * Time.deltaTime);
 }

}

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avatar image Anonymous620 · Sep 26, 2021 at 03:11 AM 0
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Can you please upload your character controller script. also, is there any errors or does it just not double jump?

avatar image macsimilian · Sep 26, 2021 at 04:04 AM 0
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It looks like the double jump is being consumed on the initial jump. Try adding && ! isGrounded to the if statement

if (Input.GetButton("Jump") && canDoubleJump)

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