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Question by omemomem · Nov 22, 2016 at 09:05 AM · c#2d-platformerjump

Problem with Jump Action C#

Hello, I'm making a plat-former game Mario style and i want to limit the player to jump once when on ground, but with my current algorithms the player can jump unlimited times. My character (which the players control) script is:

 //floats that sets current speed, jump power, and max speed respectively
     public float speed = 50f;
     public float jumpPower = 150f;
     public float maxSpeed = 3f;
     //bool that sets if player is colliding with ground
     public bool onGround = true;
 
     private Rigidbody2D rg2d;
     private Animator anim;
 
     void Start ()
     {
         rg2d = gameObject.GetComponent<Rigidbody2D> ();
         anim = gameObject.GetComponent<Animator> ();
     }
 
     void Update () 
     {
         anim.SetFloat ("Speed",Math.Abs( Input.GetAxis ("Horizontal")));
         anim.SetBool ("On Ground", onGround);
 
         //flips the player animation according to his movement
         if (Input.GetAxis ("Horizontal") < -0.1f) 
         {
             transform.localScale = new Vector3 (-1, 1);
         }
         if (Input.GetAxis ("Horizontal") > 0.1f) 
         {
             transform.localScale = new Vector3 (1, 1);
         }
         //if the player isn't on ground and pressing JumpButton, player will jump
         if (Input.GetButtonDown ("Jump") && onGround)
         {
             rg2d.AddForce (Vector2.up * jumpPower);
         }
 
     }
 
     void FixedUpdate ()
     {
         float h = Input.GetAxis ("Horizontal");
 
         //moving player on X axis
         rg2d.AddForce ((Vector2.right * speed) * h);
 
         //limiting player movement on X axis
         if (rg2d.velocity.x > maxSpeed)
         {
             rg2d.velocity = new Vector2 (maxSpeed, rg2d.velocity.y);
         }
         if (rg2d.velocity.x < -maxSpeed)
         {
             rg2d.velocity = new Vector2 (-maxSpeed, rg2d.velocity.y);
         }
 
     }

and i putted right under the character a child gameObject named GroundCheck that will change onGround bool within certain conditions:

 void Start ()
     {
         player = gameObject.GetComponentInParent<Player> ();
     }
         //this GroundCheck script purpose is to change player.onGround bool according to certain conditions.
         //the bool onGround will be positive when GroundCheck is colliding with the ground and negative when not colliding with the ground.
     void OnTriggerEnter2D(Collider2D other)
     {
         player.onGround = true;
     }
 
     void onTriggerStay2D(Collider2D other)
     {
         player.onGround = true;
     }
     void onTriggerExit2D(Collider2D other)
     {
         player.onGround = false;
     }

But when i run the game, the player can jump unlimited times want and can fly out of the window. Could someone please notice the problem I have with the scripting and correct me?

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Answer by Skwall · Nov 22, 2016 at 09:37 AM

You probably should do it this way:

 if (Input.GetButtonDown ("Jump") && onGround)
 {
        onGround = false;
        rg2d.AddForce (Vector2.up * jumpPower);
 }

From the moment the user pushes the jump button, then your character is no longer onground.

Finally in your GroundCheck script, simply check if your character enters in collision with the ground, if so:

 void OnTriggerEnter2D(Collider2D other)
 {
          player.onGround = true;
 }

Be sure your GroundCheck gameobject has a collider and a rigidBody, and you ground also has one. Remove OnTriggerStay and OnTriggerExit calls from your script.

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