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Question by ohammond111 · Mar 02, 2020 at 08:49 AM · 2dmovement2d-platformerplatformer

Can't change direction mid-jump

So, I'm new to unity and my first project is a 2d platform. I got the jumping and movement code working but I can't change direction in the middle of my jump. I saw this other question This One, but their problem was that their movement code was under an if statement meaning it could only jump when grounded but I don't see anything like that in my code and I can't change direction while jumping. Any idea what the problem is? My code is here:

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class Control : MonoBehaviour
 {
     public Transform groundCheck;
     bool grounded = false;
     public GameObject player;
     public Rigidbody2D rb;
     public float speed;
     float moveVelocity;
 
 
 
 
 
 
 
 
   
     void Update() {
 
         //Jumping
         if (rb.velocity.y > 0)
         {
             grounded = false;
         }
 
 
         if (Input.GetKeyDown((KeyCode.Space)) && (grounded == true))
         {
 
 
             //Jump();
             rb.AddForce(new Vector2(0, 1000));
             grounded = false;
        
         }
 
 
         if (Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"))) {
 
           
 
                 grounded = true;
 
 
             //horizontal movement
 
 
             moveVelocity = 0;
 
             if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
             {
                 moveVelocity = -speed; //move left
 
             }
 
             if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
             {
                 moveVelocity = speed; //move right
 
             }
 
             rb.velocity = new Vector2(moveVelocity,rb.velocity.y);
 
 
         }
 
         }
 
 
     }
 
 
 
 
 
  
 
 
 


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Answer by Sxythe · Mar 02, 2020 at 09:01 AM

That's because your movement is in this if statement

 if (Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground")))

You should be able to jump mid air if you move it out of the if statement like this

 if (Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground")))
         {
             grounded = true;
         }
 
         //horizontal movement
         moveVelocity = 0;
 
         if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
         {
             moveVelocity = -speed; //move left
 
         }
 
         if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
         {
             moveVelocity = speed; //move right
 
         }
 
         rb.velocity = new Vector2(moveVelocity, rb.velocity.y);
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