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Question by SherqPl · Oct 14, 2020 at 04:55 PM · charactercharactercontrollercontrollerjumpinfinite

How to fix a infinity jump?

How can i stop the infinity jump in my script? Here is

 public class PlayerMovement : MonoBehaviour
 {
 
     private Joystick joystick;
     private Joybutton joybutton;
 
     private CharacterController controller;
     private Vector3 playerVelocity;
 
     private bool groundedPlayer;
 
     public float playerSpeed = 5.0f;
     public float jumpHeight = 1.0f;
     private float gravityValue = -9.81;
 
     private void Start()
     {
         controller = gameObject.GetComponent<CharacterController>();
         joystick = FindObjectOfType<Joystick>();
         joybutton = FindObjectOfType<Joybutton>();
     }
 
     void Update()
     {
         groundedPlayer = controller.isGrounded;
         if (groundedPlayer && playerVelocity.y < 0)
         {
             playerVelocity.y = 0f;
         }
 
         Vector3 move = new Vector3(joystick.Horizontal , 0, joystick.Vertical);
         controller.Move(move * Time.deltaTime * playerSpeed);
 
         if (move != Vector3.zero)
         {
             gameObject.transform.forward = move;
         }
 
         if (joybutton.Pressed && groundedPlayer)
         {
             playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
         }
 
         playerVelocity.y += gravityValue * Time.deltaTime;
         controller.Move(playerVelocity * Time.deltaTime);
     }
 }

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avatar image ZarrocX · Oct 14, 2020 at 05:00 PM -1
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add a rigidbody to your player

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Answer by BarelyUsedDesert · Oct 14, 2020 at 07:27 PM

Do you mean that you want to prevent the player from jumping mid-air? So, completely out of my mind, if I were you, @SherqPl , I would add this to my code:

 void OnCollisionEnter (Collision col)
 {
 if(col.gameObject.tag == "Ground")
 {
 groundedPlayer = true;
 }
 }

and change this...

 if (joybutton.Pressed && groundedPlayer)
 {
         playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
 }

to this:

 if (joybutton.Pressed && groundedPlayer)
 {
       playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
       groundedPlayer = false;
 }

Don't forget to create a new tag called "Ground" and assigning it to your ground plane/cube etc.

I haven't tested your code out, but it worked for all my other projects, so it should work in your case too.

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avatar image superjustin5000 · Oct 15, 2020 at 04:00 AM 0
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@SherqPl . Like @BarelyUsedDesert mentioned, one of your conditions for jumping is whether or not groundedPlayer is true or false, however you're not setting it anywhere, so follow their suggestion.

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