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Question by unity_2cw3k_XmTGcpsg · May 14, 2021 at 05:19 PM · player2d-platformermovement scriptplayer movement

Player Dash doesn't work properly

Hello!

I experimented with how my player could attack and came to the conclusion to give the player the option to do a Dash. Being a beginner, I started searching for tutorials on YouTube. Some methods didn't work at all, and some added a Dash, but it was only as fast as the player would normally go. Since I now have no idea what to do, I wanted to ask if you could help me.

This is the code I am using to controll my player.

 public class Player : MonoBehaviour {
  
      public static event Action CoinPickedUp = delegate { };
  
      public float speed;
      public float jumpForce;
      private float moveInput;
  
      private Rigidbody2D rb;
  
      bool facingRight = true;
  
      private bool isGrounded;
      public Transform groundCheck;
      public float checkRadius;
      public LayerMask whatIsGround;
  
      private int extraJumps;
      public int extraJumpsValue;
  
      private Animator anim;
  
      void Start(){
          anim = GetComponent<Animator>();
          extraJumps = extraJumpsValue;
          rb = GetComponent<Rigidbody2D>();
      }
  
      void FixedUpdate()
      {
          isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
  
          moveInput = Input.GetAxisRaw("Horizontal");
          Debug.Log(moveInput);
          rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
  
          if (moveInput == 0) {
              anim.SetBool("isRunning", false);
          }
          else {
          anim.SetBool("isRunning", true);
          }
          
      }
  
      void Update()
      {
  
      if(isGrounded == true)
          {
              extraJumps = extraJumpsValue;
              anim.SetBool("isJumping", false);
          }
          else 
          {
              anim.SetBool("isJumping", true);
          }
      
          if(Input.GetKeyDown(KeyCode.Space) && extraJumps > 0)
          {
              anim.SetTrigger("takeOf");
              rb.velocity = Vector2.up * jumpForce;
              extraJumps--;
          } 
          else if(Input.GetKeyDown(KeyCode.Space) && extraJumps == 0 && isGrounded == true)
          {
              rb.velocity = Vector2.up * jumpForce;
          }
          if (moveInput<0 && facingRight)
          {
              flip();
          }
          else if (moveInput>0 && !facingRight)
          {
              flip();
          }
  
          if(GameControlScript.health == 0)
          {
              die();
          }
  
      }
  
      void flip()
      {
          facingRight = !facingRight;
          transform.Rotate(0f, 180f, 0f);
  
      }
  
      private void OnTriggerEnter2D(Collider2D collision)
      {
          if (collision.tag.Equals("Coin"))
          {
              CoinPickedUp();
              Destroy(collision.gameObject);
          }
      }
  
      void die()
      {
          anim.SetTrigger("Die");
  
      }
  
  }

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