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How do i make jumps follow through with rigidbody2D.addforce?
i'm currently using the 2D character controller that comes in the Sample Assets package as a starting point for my 2D game. the thing is when you jump you can move around in the air, but when you stop inputting a direction the player stops in his tracks. i would like the jump to follow through with rigidbody2D physics. but i cant seem to get it working. my horizontal movement is done with rigidbody2D.velocity. my player is a rigidbody2D
heres the code:
input sctipt
using UnityEngine;
[RequireComponent(typeof(PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
private PlatformerCharacter2D character;
private bool jump;
void Awake()
{
character = GetComponent<PlatformerCharacter2D>();
}
void Update ()
{
// Read the jump input in Update so button presses aren't missed.
if (Input.GetButtonDown("Jump")) jump = true;
}
void FixedUpdate()
{
// Read the inputs.
float h = Input.GetAxis("Horizontal");
// Pass all parameters to the character control script.
character.Move( h , jump );
// Reset the jump input once it has been used.
jump = false;
}
}
Character controller
sing UnityEngine;
public class PlatformerCharacter2D : MonoBehaviour
{
bool facingRight = true; // For determining which way the player is currently facing.
[SerializeField] float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] float jumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)]
// Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] LayerMask whatIsGround; // A mask determining what is ground to the character
Transform groundCheck; // A position marking where to check if the player is grounded.
float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
public bool grounded = false; // Whether or not the player is grounded.
Transform ceilingCheck; // A position marking where to check for ceilings
float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
Animator anim; // Reference to the player's animator component.
void Awake()
{
// Setting up references.
groundCheck = transform.Find("GroundCheck");
ceilingCheck = transform.Find("CeilingCheck");
anim = GetComponent<Animator>();
}
void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool("Ground", grounded);
// Set the vertical animation
anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
}
public void Move(float move, bool jump)
{
//only control the player if grounded or airControl is turned on
if (grounded || airControl) {
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat ("Speed", Mathf.Abs (move));
// Move the character
rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !facingRight)
// ... flip the player.
Flip ();
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && facingRight)
// ... flip the player.
Flip ();
}
// If the player should jump...
if (grounded && jump) {
// Add a vertical force to the player.
anim.SetBool ("Ground", false);
rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
}
if(Input.GetAxis("Vertical") != 0) {
Physics2D.IgnoreLayerCollision (9, 11, true);
}
else
{
Physics2D.IgnoreLayerCollision (9, 11, rigidbody2D.velocity.y > 0);
}
}
void Flip ()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
sorry i couldn't be more to the point i hope you guys understand and can help me out. the jumping just feels weird haha.
Thanks so much!
Hi, I would suggest checking this out (covers both physics and and non-physics movement): https://github.com/prime31/CharacterController2D
my player is actually a rigidbody2D sorry i didn't make that clear
Answer by BadAssGames · Oct 13, 2014 at 12:33 PM
To force the player to follow through with a jump, simply disable his input once he has started to jump.
So, for example, in the Fixed Update and Update threads, have a check of something like
if(player.isGrounded)
{//If the player isGrounded, they can jump and move around
//Movement Input Code goes here
}
else if(!player.IsGrounded)
{
//Do Nothing
}
I don't normally use CharacterControllers in my games, but I believe the isGrounded is set automatically, so as long as the player is touching the ground it will be true. But when they are mid-jump, it will be false.
i want my player to still be able to move in the air, but be effected by the horizontal forces after i input them. so if i hit left in the air and let go. he will keep going left a bit as he falls, rather than just falling straight down if im not imputing anything. this kind of movement is in mario and most platformers. also my player is a rigedbody2D. thanks for your help!