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Question by ak1div12 · Oct 03, 2021 at 02:56 PM · movementjumpingduration

How to make player jump smaller distance if space is pressed for shorter duration?

I literally started with unity yesterday, and I found myself on the tracks of making a movement-oriented 3d platform through the help of various yt tutorials. This is my jump code, (probably copied character for character):` private void Jump() { if (grounded) { readyToJump = false;

         //Add jump forces
         rb.AddForce(Vector2.up * jumpForce * 1.5f);
         rb.AddForce(normalVector * jumpForce * 0.5f);

         //If jumping while falling, reset y velocity.
         Vector3 vel = rb.velocity;
         if (rb.velocity.y < 0.5f)
             rb.velocity = new Vector3(vel.x, 0, vel.z);
         else if (rb.velocity.y > 0)
             rb.velocity = new Vector3(vel.x, vel.y / 2, vel.z);

         Invoke(nameof(ResetJump), jumpCooldown);
     }
     if (!grounded)
     {
         readyToJump = false;

         //Add jump forces
         rb.AddForce(orientation.forward * jumpForce * 1f);
         rb.AddForce(Vector2.up * jumpForce * 1.5f);
         rb.AddForce(normalVector * jumpForce * 0.5f);

         //Reset Velocity
         rb.velocity = Vector3.zero;

         //Disable dashForceCounter if doublejumping while dashing
         allowDashForceCounter = false;

         Invoke(nameof(ResetJump), jumpCooldown);
     }

     //Walljump
     if (isWallRunning)
     {
         readyToJump = false;

         //normal jump
         if (isWallLeft && !Input.GetKey(KeyCode.D) || isWallRight && !Input.GetKey(KeyCode.A))
         {
             rb.AddForce(Vector2.up * jumpForce * 1.5f);
             rb.AddForce(normalVector * jumpForce * 0.5f);
         }

         //sidwards wallhop
         if (isWallRight || isWallLeft && Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) rb.AddForce(-orientation.up * jumpForce * 1f);
         if (isWallRight && Input.GetKey(KeyCode.A)) rb.AddForce(-orientation.right * jumpForce * 3.2f);
         if (isWallLeft && Input.GetKey(KeyCode.D)) rb.AddForce(orientation.right * jumpForce * 3.2f);

         //Always add forward force
         rb.AddForce(orientation.forward * jumpForce * 1f);

         //Disable dashForceCounter if doublejumping while dashing
         allowDashForceCounter = false;

         Invoke(nameof(ResetJump), jumpCooldown);
     }
 }

 private void ResetJump()
 {
     readyToJump = true;
 }`

Keep in mind i could never write this on my own, so if you do know a solution, a code example, or a really good explanation would be apreciated.

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Answer by LetsBlend3 · Oct 04, 2021 at 02:52 PM

This could help its a tutorial from blackthornprod I mean its 2d and you jump higher instead of further when you hold the the jump key but the foundation is the same. Unfortunately I don't have time to help you more than this but good luck finding a solution tho:)

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avatar image LetsBlend3 · Oct 04, 2021 at 02:53 PM 0
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Here is the tutorial https://www.youtube.com/watch?v=j111eKN8sJw

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