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Question by TeamTeem · Mar 11, 2018 at 11:17 AM · 2d2d-platformerwall jumpwalljump

Does anyone know how to add a Wall Jump + Slide in a 2D Platformer?,Does anyone know how to add a wall jump + slide?

Okay so, I'm incredibly new to this, like, I've just been following along tutorials on Youtube, I know little about coding, and I've been trying to figure out a way to add wall jumping in to my 2D Platformer, not Megaman X style "Wall Hopping," but leaping off and away from a wall with some friction/the character sliding down a wall. Does anyone know how to do this? Again, super new Here's my movement code:

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

public class Wacker_Movement : MonoBehaviour {

 public int playerSpeed = 10;
 public int playerJumpPower = 1250;
 public float moveX;
 public bool isGrounded;
 private CharacterController controller;


 // Update is called once per frame
 void Update () {
     PlayerMove ();
 }

 void PlayerMove() {
     //Controls
     moveX = Input.GetAxis("Horizontal");
     if (Input.GetButtonDown ("Jump") && isGrounded == true) {
         Jump();
     }
         
     //Animations
     if (moveX != 0) {
         GetComponent<Animator> ().SetBool ("isRunning", true);
     } else {
         GetComponent<Animator> ().SetBool ("isRunning", false);
     }
     if (isGrounded == false) {
         GetComponent<Animator> ().SetBool ("isJumping", true);
     } else {
         GetComponent<Animator> ().SetBool ("isJumping", false);
     }

     //Player Direction
     if (moveX < 0.0f ) {
         GetComponent<SpriteRenderer> ().flipX = true;
     } else if (moveX > 0.0f ) {
         GetComponent<SpriteRenderer>().flipX = false;

     }
     //Physics
     gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(moveX * playerSpeed, gameObject.GetComponent<Rigidbody2D>().velocity.y);
 }

 void Jump()
 {
     //Jumping Code
     GetComponent<Rigidbody2D>().AddForce (Vector2.up * playerJumpPower);
     isGrounded = false;
 }
     


 void OnCollisionEnter2D (Collision2D col) {
     Debug.Log ("Player has collided with " + col.collider.name);
     if (col.gameObject.tag == "ground") {
         isGrounded = true;
     }
 }

}

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