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Question by Pendragon420 · Oct 13, 2014 at 07:48 AM · rigidbody2daddforcejumpingacceleration

How do i make jumps follow through with rigidbody2D.addforce?

i'm currently using the 2D character controller that comes in the Sample Assets package as a starting point for my 2D game. the thing is when you jump you can move around in the air, but when you stop inputting a direction the player stops in his tracks. i would like the jump to follow through with rigidbody2D physics. but i cant seem to get it working. my horizontal movement is done with rigidbody2D.velocity. my player is a rigidbody2D

heres the code:

input sctipt

 using UnityEngine;
 
 [RequireComponent(typeof(PlatformerCharacter2D))]
 public class Platformer2DUserControl : MonoBehaviour 
 {
     private PlatformerCharacter2D character;
     private bool jump;
 
 
     void Awake()
     {
         character = GetComponent<PlatformerCharacter2D>();
     }
 
     void Update ()
     {
         // Read the jump input in Update so button presses aren't missed.
 
         if (Input.GetButtonDown("Jump")) jump = true;
 
     }
 
     void FixedUpdate()
     {
     
         // Read the inputs.
         
         float h = Input.GetAxis("Horizontal");
 
 
         // Pass all parameters to the character control script.
         character.Move( h , jump );
 
         // Reset the jump input once it has been used.
         jump = false;
     }
 }
 

Character controller

 sing UnityEngine;
 
 public class PlatformerCharacter2D : MonoBehaviour 
 {
     bool facingRight = true;                            // For determining which way the player is currently facing.
 
     [SerializeField] float maxSpeed = 10f;                // The fastest the player can travel in the x axis.
     [SerializeField] float jumpForce = 400f;            // Amount of force added when the player jumps.    
 
     [Range(0, 1)]
                 // Amount of maxSpeed applied to crouching movement. 1 = 100%
     
     [SerializeField] bool airControl = false;            // 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
     public 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.
 
 
     void Awake()
     {
         // Setting up references.
         groundCheck = transform.Find("GroundCheck");
         ceilingCheck = transform.Find("CeilingCheck");
         anim = GetComponent<Animator>();
     }
 
 
     void FixedUpdate()
     {
         // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
         grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
         anim.SetBool("Ground", grounded);
 
         // Set the vertical animation
         anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
     }
 
 
     public void Move(float move, bool jump)
     {
      
 
                 //only control the player if grounded or airControl is turned on
                 if (grounded || airControl) {
         
 
                         // The Speed animator parameter is set to the absolute value of the horizontal input.
                         anim.SetFloat ("Speed", Mathf.Abs (move));
 
                         // Move the character
                         rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
                 
             
                         // If the input is moving the player right and the player is facing left...
                         if (move > 0 && !facingRight)
                 // ... flip the player.
                                 Flip ();
             // Otherwise if the input is moving the player left and the player is facing right...
             else if (move < 0 && facingRight)
                 // ... flip the player.
                                 Flip ();
                 }
 
                 // If the player should jump...
         if (grounded && jump) {
                         // Add a vertical force to the player.
                         anim.SetBool ("Ground", false);
                         rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
                 }
         if(Input.GetAxis("Vertical") != 0)  {
             Physics2D.IgnoreLayerCollision (9, 11, true); 
 
         } 
         else 
         { 
 
             Physics2D.IgnoreLayerCollision (9, 11, rigidbody2D.velocity.y > 0);
         }
 
             
     }
     
     
     
     void Flip ()
     {
         // Switch the way the player is labelled as facing.
         facingRight = !facingRight;
         
         // Multiply the player's x local scale by -1.
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 }
 

sorry i couldn't be more to the point i hope you guys understand and can help me out. the jumping just feels weird haha.

Thanks so much!

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avatar image SaraCecilia · Oct 13, 2014 at 09:46 AM 0
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Hi, I would suggest checking this out (covers both physics and and non-physics movement): https://github.com/prime31/CharacterController2D

avatar image Pendragon420 · Oct 13, 2014 at 02:35 PM 0
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my player is actually a rigidbody2D sorry i didn't make that clear

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Answer by BadAssGames · Oct 13, 2014 at 12:33 PM

To force the player to follow through with a jump, simply disable his input once he has started to jump.

So, for example, in the Fixed Update and Update threads, have a check of something like

 if(player.isGrounded)
 {//If the player isGrounded, they can jump and move around
   //Movement Input Code goes here
 
 }
 else if(!player.IsGrounded)
 {
  //Do Nothing
 }
 

I don't normally use CharacterControllers in my games, but I believe the isGrounded is set automatically, so as long as the player is touching the ground it will be true. But when they are mid-jump, it will be false.

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avatar image Pendragon420 · Oct 13, 2014 at 02:37 PM 0
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i want my player to still be able to move in the air, but be effected by the horizontal forces after i input them. so if i hit left in the air and let go. he will keep going left a bit as he falls, rather than just falling straight down if im not imputing anything. this kind of movement is in mario and most platformers. also my player is a rigedbody2D. thanks for your help!

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