Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by junkrar · Mar 20, 2013 at 06:00 PM · 2d-platformerjump

Improvements to Jumping

The following code is used for my character's movement. It's a very simple movement class for a 2D platformer. The jumping code is basically "if the character is grounded and the spacebar is held, jump". However, this means that when my player lands back on the ground, if the spacebar is still held when the character lands, he jumps again. This is unexpected behaviour, so I'd like to fix it so that if the spacebar is pressed, it only allows one jump for each press. Basically, ignore holding.

I'd also like if I could have each jump work proportionately to how long the spacebar was held in the first place. For example, if it's held for a long time, perform a full jump. If it's only tapped, perform a slight jump. My first question is more important, but if you happen to know an easy way to do this, I would appreciate suggestions.

  void Update()
     {
         CharacterController controller = GetComponent<CharacterController>();
         float rotation = Input.GetAxis("Horizontal");
         if(controller.isGrounded)
         {
             //jumpCount=2; //if on ground, 2 jumps can still be done
             
             moveDirection.Set(rotation, 0, 0); //moveDirection = new Vector3(rotation, 0, 0);
             moveDirection = transform.TransformDirection(moveDirection);
             if(Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift))
             {
                 running = true;
             }
             else
             {
                 running = false;
             }
             if(running)Debug.Log ("yes running");
             moveDirection *= running? runningSpeed : walkingSpeed;
             
             if(Input.GetButton("Jump"))
             {
                 moveDirection.y = jumpHeight;
                 //rigidbody.AddForce(Vector3.up * jumpHeight);
             }
         }
         moveDirection.y -= gravity * Time.deltaTime;
         controller.Move(moveDirection * Time.deltaTime);
 }//end update
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image roojerry · Mar 20, 2013 at 06:09 PM 0
Share

Input.GetButtonDown() should ignore holding for you.

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by junkrar · Mar 20, 2013 at 07:09 PM

As brianruggieri said, Input.GetButtonDown() or even Input.GetKeyDown() solved this problem for me. Thanks!

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

11 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Velocity in Unity2D 2 Answers

jump button(2d 2018 lts) 1 Answer

2.5D Platformer - Jump Question 1 Answer

How do I do a Snappy Jump in 2D with my 2D Jump Script? 1 Answer

Problem with Jump 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges