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Question by rollingscissor · Jun 08, 2015 at 10:54 AM · collisionphysicsjumping

How to disallow double jumping.

I need to restrict the player's ability to double jump. Right now I have jump height restricted by a timer, I need that timer to set itself to one, or the Jumping() function to turn itself off, if the key is released while the player is in the air. if (Input.GetKey(KeyCode.X) || Input.GetKey(KeyCode.L)) {

         if (moveHorizontal != 0)
         {
             timer += Time.deltaTime;
             if (timer < jumpTime && isGrounded == true)
             {
                 Jumping();
             }

         }
     }
 void Jumping()
     {
         objPlayer.AddForce(Vector3.up * jumpHeight);
     }

 void OnCollisionEnter2D(Collision2D collision)
     {
         if (collision.gameObject.tag == "Tile")
         {
             timer = 0f;
             isGrounded = true;
         }
     }




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avatar image crohr · Jun 08, 2015 at 03:30 PM 0
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The first issue I see is that you don't set isGrounded = false, but perhaps that just occurs is another location. So to me, it seems like a player can jump continuously until the timer is greater than the jumpTime.

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Answer by Bioinformatizer · Jun 08, 2015 at 05:51 PM

Try adding isGrounded = false; after the line objPlayer.AddForce(Vector3.up * jumpHeight); right now your code doesn't seem to be using is grounded.

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Answer by TheXWolf · Jun 08, 2015 at 05:51 PM

As rolling said I don't see anywhere that the player's "isGrounded = false". You would need either OnCollisionExit2D, or depending on how complex your system is you might just want to line/ray cast to a marker that goes below ground. That way it's being check constantly. At the very least you'd want something along the lines of;

 void Jumping()
      {
          objPlayer.AddForce(Vector3.up * jumpHeight);
          isGrounded = false;
      }

OR

If you're creating a game based on tiles, mark them as Ground in the layer mask and use

 isGrounded = Physics.Linecast(transform.position, Grounding.transform.position, 1 << LayerMask.NameToLayer("Ground"));


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