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Question by alb917 · Apr 16, 2013 at 04:48 AM · iostouchjumpbooleanjoint

touchCount to jump and create/destroy joints ios

I'm making a game for iOS where the player (a sphere) jumps on spinning wheels to get from A to B. I've used touchCount to destroy the current joint, make the ball jump to the next wheel, and then create a new joint attaching the ball to the next wheel.

I am using Unity Remote to test, and this all works fine, but only if I tap really quickly. Using Debug.Log, I can see that If I do a normal length tap on my device, the ball will jump, create a joint on the wheel, but then fall off the wheel straight away again. At first I thought the joint may have been destroyed straight away with a prolonged tap, but the console says it is not.

I think it may be to do with the tapCount, and I have used booleans to try and stop this, and also looked into touchPhase.Ended but with no luck. If anyone knows how to fix this it would be much appreciated!

Here is my code to Destroy the current joint, then jump:

 private var jumpCounter : float;
 
 private var tapCountIsOne : boolean = false;
 
 public var minHeight : float;
 
 public var maxHeight : float;
 
 public var gravity : float;
 
 public var canJump : boolean;
 
 public var jump : boolean;
 
 function Start (){
     canJump = true;
 }
 
 function Update (){
         ApplyJump ();
     ApplyGravity ();
     var Container = gameObject.GetComponent(FixedJoint);
         if (Input.touchCount > 0 && tapCountIsOne == false){
 
         Destroy (Container);
         Debug.Log("Joint gone");
          }
 }
 
 function ApplyJump (){
 
     if (canJump){
         if(Input.touchCount > 0 && tapCountIsOne == false){  
             rigidbody.velocity = Vector3.up * minHeight;
             jumpCounter += 1 * Time.deltaTime;
            Debug.Log("jumped");
             }   
     }tapCountIsOne = true;
   
     if (canJump && jumpCounter < 0){
        rigidbody.velocity.y += maxHeight;
        canJump = false;
     }
 
     if (Input.touchCount > 0 && tapCountIsOne == false){
         jumpCounter = 0;
         canJump = true;
     }
     
     if (Input.touchCount >= 1 && tapCountIsOne == true){
         jumpCounter = 1;
         canJump = false;
     }
     else if(Input.touchCount == 0){
        //Once rightJoystick is released, tapCount should become 0 so now now if tapCount is 0 set isJoystickDownAlready to false because the rightJoystick is no longer down
        
        tapCountIsOne = false;
     }
  
 }
 
 function ApplyGravity (){
     if (rigidbody.velocity.magnitude > 0.1){
         rigidbody.velocity.y -= gravity * Time.deltaTime;
     }
     
    if (Physics.Raycast (transform.position, -transform.up, 1)){
         jump = true;
     }
     else
     {
         jump = false;
     }
     
 
 }


And here is my code to create a joint oncollionenter between the player and the wheel:

 function OnCollisionEnter(c : Collision) {
     var joint = gameObject.AddComponent(FixedJoint);
     joint.connectedBody = c.rigidbody;
     Debug.Log("got a joint");
 }


Thanks

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