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Question by TheGesor · Jun 04, 2017 at 05:57 PM · c#inputjump

Jumping in Unity C#

So, I want my player (currently just a box), to jump. Here's the code I tried:

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

 public class jump : MonoBehaviour {
     public float jumpSpd = 5f;
     public Rigidbody rb;
     private float isPrintDone = 0;
     void Start ()
     {
         rb = GetComponent<Rigidbody>();
     }
 
     void Jump()
     {
         rb.AddForce(0, 8, 0);
     }
     void Update ()
     {
         if (Input.GetKeyDown (KeyCode.F))
         {
             Jump();
             if(isPrintDone > 0)
             {
                 isPrintDone += 1;
                 print("Jump Called");
             }
         }
     }
 }
 

and in the console I don't get "Jump Called", and my player's acceleration doesn't change at all. Help? (Also I'm really bad at asking questions, please ask for specification if needed.) I've determined that it's a problem with calling if I press the letter F, not the jump code itself.

 rigidbody.AddForce(Vector3.up * jumpSpd, ForceMode.Force);

Doesn't work either.

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avatar image Dennisdb1997 · Jun 04, 2017 at 06:01 PM 0
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print is done = 0

If(0 > 0) then debug this is what you are asking , ;)

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Answer by Dennisdb1997 · Jun 04, 2017 at 06:00 PM

rigidbody2D.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Force); Try this

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Answer by TheGesor · Jun 04, 2017 at 06:02 PM

@Dennisdb1997 when changing vector2 to vector3, and remove all 2d's (It's a 3d game), it doesn't work. I think it doesn't recognize me pressing F

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avatar image Dennisdb1997 · Jun 04, 2017 at 06:06 PM 0
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The gravity in Unity is really bad. In Unity gravity is based on your scale how big things are. I always write my own gravity which isn't that hard. Its better to have more control over the gravity it self.

Try this tutorial,

link text

avatar image TheGesor · Jun 04, 2017 at 06:09 PM 0
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@Dennisdb1997 Thanks! I'll look at it.

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