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Question by ljmiska · Oct 13, 2018 at 09:45 PM · collisionif-statementsgrounded

Only able to jump when grounded.,Only doing something if something is true

IsGrounded.cs { public bool grounded = false;

 void OnCollisionEnter2D (Collision2D collisionGround)
 {
     if (collisionGround.collider.tag == "Ground")
     {
         grounded = true;
     } else
         {
             grounded = false;
         }
         
 }


Movement.cs

void FixedUpdate() { if (grounded == true) { if(Input.GetKey("Space")) { rb.AddForce(new Vector2(0, jumpSpeed * Time.deltaTime), ForceMode2D.Impulse); }

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Answer by MooGaming227 · Oct 13, 2018 at 10:11 PM

How I usually do it in my games:

public bool CheckGroundProximity() { isGrounded = false;

     Ray ray = new Ray(transform.position, Vector3.down);

     if (Physics.Raycast(ray, 0.25f, LayerMask.GetMask("Terrain", "Walkable"))){
         isGrounded = true;          
     }
     return isGrounded;
 }

Raycasts a certain distance down from your players position and if it hits a ground collider on the layer "Terrain" or Walkable then return true. In your if it should be:

if (CheckGroundProximity() == true) { Code Here }

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avatar image ljmiska · Oct 14, 2018 at 08:59 AM 0
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Didn't work. On CheckGroundProximity it says ''Not all code paths return a value'' And on return it says since 'RayCast.Update returns void a return keyword must not be followed by an expression. I don't get it.

avatar image MooGaming227 · Oct 14, 2018 at 01:57 PM 0
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Declare the isGrounded Boolean in your script as a public bool somewhere or inside the function if you don't want it to be accessed anywhere else. Ex:

public bool isGrounded;//AT TOP OF SCRIPT

or

public bool CheckGroundProximity() { bool isGrounded = false; Ray ray = new Ray(transform.position, Vector3.down);

  if (Physics.Raycast(ray, 0.25f, Layer$$anonymous$$ask.Get$$anonymous$$ask("Terrain", "Walkable"))){
      isGrounded = true;          
  }
  return isGrounded;

}

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