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Question by marianaloa · Oct 21, 2021 at 10:24 AM · 2d gamecharacter2d-physicsjumping

Problems with jumping in another scene

so my player works correctly in 2 scenes that i made first, but in the other 3 and if i do a new one it jumps too high, idk what's the problem, i'm new in this stuff and i followed a tutorial.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Controller : MonoBehaviour
 {
     private Rigidbody2D rb2D;
     private Animator animate;
 
     private float moveSpeed;
     private float jumpForce;
     private bool isJumping;
     private float moveHorizontal;
     private float moveVertical;
     private bool facingRight = true;
 
     // Start is called before the first frame update
     void Start()
     {
         rb2D = gameObject.GetComponent<Rigidbody2D>();
         animate = gameObject.GetComponent<Animator>();
 
         moveSpeed = 2f ;
         jumpForce = 60f;
         isJumping = false;
     }
 
     // Update is called once per frame
     void Update()
     {
         moveHorizontal = Input.GetAxisRaw("Horizontal");
         moveVertical = Input.GetAxisRaw("Vertical");
 
         animate.SetFloat("Speed", Mathf.Abs(moveHorizontal));
         //animate.SetFloat("JumpSpeed", Mathf.Abs(moveVertical));
 
         if(moveHorizontal > 0 && !facingRight)
         {
             Flip();
         }
         else if (moveHorizontal < 0 && facingRight)
         {
             Flip();
         }
     }
 
     void FixedUpdate()
     {
 
         if(moveHorizontal > 0.1f || moveHorizontal < -0.1f)
         {
             rb2D.AddForce(new Vector2(moveHorizontal * moveSpeed, 0f), ForceMode2D.Impulse);
         }
 
         if (!isJumping && moveVertical > 0.1f )
         {
             animate.SetTrigger("Jump");
             rb2D.AddForce(new Vector2(0f, moveVertical * jumpForce), ForceMode2D.Impulse);
         }
     }
     private void OnTriggerEnter2D(Collider2D collision)
     {
         if(collision.gameObject.tag == "Platform")
         {
             isJumping = false;
         }
 
     }
     private void OnTriggerExit2D(Collider2D collision)
     {
         if (collision.gameObject.tag == "Platform")
         {
             isJumping = true;
         }
     }
 
     void Flip()
     {
         facingRight = !facingRight;
 
         Vector2 currentScale = transform.localScale;
         currentScale.x *= -1;
         transform.localScale = currentScale;
     }
 }


,

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