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Question by Kensharma · Mar 11, 2014 at 11:53 PM · 2dcoroutinejumpdelayaccessing

Can't Modify PlatformerCharacter2D Jump Force From Other Script

Hey there Unity community,

I have been trying to modify this darn jump force value for a couple days now! No matter how I modify the value in the PlatformerCharacter2D script and how I modify my access method in my other script, I can't get it to change!

I am creating a powerup that on pickup will adjust the player's jump force from 450 to 600 for 8 seconds then return it back to 450.

I have tried using StartCoroutine and also modifying the value with a static command, but no matter what I do it just won't budge.

Here is the script (PlatformerCharacter2D) containing jump force:

 using UnityEngine;
 
 public class PlatformerCharacter2D : MonoBehaviour 
 {
     bool facingRight = true;                            // For determining which way the player is currently facing.
 
     [SerializeField] float maxSpeed = 4f;                // The fastest the player can travel in the x axis.
               **public float jumpForce = 450f;**            // Amount of force added when the player jumps.    
 
     [Range(0, 1)]
     [SerializeField] float crouchSpeed = .25f;            // Amount of maxSpeed applied to crouching movement. 1 = 100%
     
     [SerializeField] bool airControl = true;            // 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
     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.
 
     bool doubleJump = false;

I cut off just the top portion of the script because it is a bit lengthy.

The line needed to be modified is denoted with line .

Can someone provide a sample script that I can modify to attach to an object that will change the jump force on 3 different objects on collision, then switch it back to the default 450 after 8 seconds?

Any help is much appreciated. Some filler names for the 3 objects to have their jump force modified could be object1, object2 and object 3.

Thanks again!

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