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Question by kekeoki · Jun 03, 2015 at 11:44 AM · 2dmoveground

Rb2d.addForce is changing my y value

I'm trying to make it so i can run and jump at the same time, but for some reason my character lifts up as he runs. IN addition some of my animations are playing delayed. using UnityEngine; using System.Collections;

public class playerController : MonoBehaviour {

 public int speed = 3;
 private Animator playerAnimator;
 private float distanceToGround;
 private bool isGrounded = true;
 private Rigidbody2D rb;
 // Use this for initialization
 void Start () {
     playerAnimator = GetComponent<Animator>();
     rb = gameObject.GetComponent<Rigidbody2D>();
 }
 
 // Update is called once per frame
 void Update () {
     //Debug.Log(playerAnimator.Get);
     if(Input.GetKey(KeyCode.D))
     {
         Vector2 move = new Vector2(speed*5, 0);
         Debug.Log("isMoving");
         playerAnimator.SetBool("isMoving", true);
         rb.AddForce(move);
     }
     else if(Input.GetKey(KeyCode.A))
     {
         Vector2 move = new Vector2(-speed*5, 0);
         Debug.Log("isMoving");
         playerAnimator.SetBool("isMoving", true);
         rb.AddForce(move);
     }
     else if(isGrounded && Input.GetKeyDown(KeyCode.Space))
     {
         Vector2 move = new Vector3(0, 300);
         Debug.Log("Jumping");
         playerAnimator.SetBool("isJumping",true);
         gameObject.GetComponent<Rigidbody2D>().AddForce(move);
     }
     else if(!isGrounded && rb.velocity.y < 0)
     {
         Debug.Log("Falling");
         playerAnimator.SetBool("isJumping",false);
         playerAnimator.SetBool("isFalling", true);
     }
     else
     {
         //playerAnimator.SetBool("isJumping",false);
         playerAnimator.SetBool("isFalling", false);
         playerAnimator.SetBool("isMoving", false);
     }

 }
 void OnCollisionEnter2D(Collision2D other)
 {
     Debug.Log("Grounded");
     isGrounded = true;
 }
 void OnCollisionExit2D(Collision2D other)
 {
     Debug.Log("unGrounded");
     isGrounded = false;
 }

}

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Answer by MitchWardle180 · Jun 04, 2015 at 08:08 AM

It's because you are using Vector2 when you should use Vector3. Vector2 is only the X and Y axis and you need to use Vector3 to get the Z Axis

Also I wouldn't use such a big IF statement with so many Else's, if I was you I would create functions to do the same things have a look at the link at the bottom, it may help you

http://docs.unity3d.com/ScriptReference/CharacterController.Move.html

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Answer by kekeoki · Jun 04, 2015 at 08:30 AM

Fixed by using void OnCollisionStay instead

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