Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 kwfer377 · Dec 16, 2019 at 08:41 AM · raycastunity 2dplatformplatformercontroller

How to disable wall jumping in 2D platformer with raycast and tilemap?

Im working on a 2d platformer project.

I made a player controller script that uses a raycast to detect whether or not the player is on the ground.

However, when i am up against a wall but not on the ground, the game thinks that i am grounded and it allows me to jump

How do i fix this?

Also im using a tilemap for platforming

here's the code

 using UnityEngine;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour
 {
     public float moveSpeed;
     public float jumpHeight;
 
     public Transform groundCheck;
     public float groundCheckRadius;
     public LayerMask whatIsGround;
     private bool grounded;
 
     private Sprite[] sprites;
 
     // Use this for initialization
     void Start()
     {
         sprites = Resources.LoadAll<Sprite>("fbla man sprites");
 
     }
 
     void fixedUpdate()
     {
 
         //grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
     }
 
     void OnCollisionStay2D(Collision2D collider)
     {
         CheckIfGrounded();
     }
 
     void OnCollisionExit2D(Collision2D collider)
     {
         grounded = false;
     }
 
     private void CheckIfGrounded()
     {
         RaycastHit2D[] hits;
 
         //We raycast down 1 pixel from this position to check for a collider
         Vector2 positionToCheck = transform.position;
         hits = Physics2D.RaycastAll(positionToCheck, new Vector2(0, -1), 0.01f);
 
         //if a collider was hit, we are grounded
         if (hits.Length > 0)
         {
             grounded = true;
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         
         if (Input.GetKey(KeyCode.D))
         {
             GetComponent<Rigidbody2D>().velocity = new Vector2(moveSpeed, GetComponent<Rigidbody2D>().velocity.y);
             GetComponent<SpriteRenderer>().sprite = sprites[2];
         }
 
         else { GetComponent<SpriteRenderer>().sprite = sprites[0]; }
 
         if (Input.GetKey(KeyCode.A))
         {
             GetComponent<Rigidbody2D>().velocity = new Vector2(-moveSpeed, GetComponent<Rigidbody2D>().velocity.y);
             GetComponent<SpriteRenderer>().sprite = sprites[2];
         }
 
         else { GetComponent<SpriteRenderer>().sprite = sprites[0]; }
             if (Input.GetKeyDown(KeyCode.W) && grounded)
             {
                 GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, jumpHeight);
                 GetComponent<SpriteRenderer>().sprite = sprites[1];
             }
 
     }
 }
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 Mert_A_Barlas · Aug 19, 2020 at 09:28 AM 0
Share

same problem

0 Replies

· Add your reply
  • Sort: 

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

170 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Is it possible to raycast during edit mode? 1 Answer

how to find the width of a parent gameobject without using bounds? 1 Answer

Platform effector bounciness 0 Answers

Raycast2D/Line Renderer offset on colliders based on mouse position 0 Answers

Set child of a parent 0 Answers


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