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Question by gmarti08 · Nov 15, 2021 at 10:50 PM · wall jump

How to add a functioning walljump?

Hello, I'm a young game developer making a game for a school project. I'm having some trouble adding a walljump, does anyone know how I can add a walljump that moves the player away from the wall, upwards, and prevents them from moving for a short moment? This is the script I have:

 [SerializeField] private float speed;
 [SerializeField] private LayerMask groundLayer;
 [SerializeField] private LayerMask wallLayer;
 private Rigidbody2D body;
 private Animator anim;
 private BoxCollider2D boxCollider;

 private void Awake()
 {
     body = GetComponent<Rigidbody2D>();
     anim = GetComponent<Animator>();
     boxCollider = GetComponent<BoxCollider2D>();
 }

 private void Update()
 {
     float horizontalInput = Input.GetAxis("Horizontal");
     body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);

     if (horizontalInput > 0.01f)
         transform.localScale = Vector3.one;
     else if (horizontalInput < -0.01f)
         transform.localScale = new Vector3(-1, 1, 1);

     if (Input.GetKey(KeyCode.Space) && isGrounded())
         Jump();
     if (Input.GetKey(KeyCode.Space) && onWall())
         wallJump();

     anim.SetBool("Running", horizontalInput != 0);
     anim.SetBool("grounded", isGrounded());
 }

 private void Jump()
 {
     body.velocity = new Vector2(body.velocity.x, speed + 5);
     anim.SetTrigger("Jump");
 }

 private void wallJump()
 {
     body.velocity = new Vector2(body.velocity.x, speed + 5);
     anim.SetTrigger("Jump");
 }

 private void OnCollisionEnter2D(Collision2D collision)
 {

 }        
 private bool isGrounded()
 {
     RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundLayer);
     return raycastHit.collider != null;
 }

 private bool onWall()
 {
     RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x, 0), 0.1f, wallLayer);
     return raycastHit.collider != null;
 }
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