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Question by kinukin1 · Feb 22 at 07:49 AM · jumping

Hold space bar and jump [2D]

So my problem here is that when the player holds the space button the addForce function is increased which I don't want.

So what I want is that if a player holds the space button they can keep jumping continuously if they're on the ground...

Here is my code:

     private void Update()
     {
         GetComponent<Rigidbody2D>().velocity = new Vector2(1.0f * movementSpeed, GetComponent<Rigidbody2D>().velocity.y);
 
         if (IsGrounded() && Input.GetKey(KeyCode.Space)) 
         {
 
             Debug.Log("IS JUMPING");
             _rigidBody.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
         }
     }
 

  

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avatar image Spip5 · Feb 23 at 11:55 PM 0
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What do you mean by "the addForce function is increased" ? Also, is there a reason why you use both

GetComponent()

and

_rigidBody

? GetComponent() is an expensive function, if you already have reference with _rigidbody you should consider sticking to it.

Finally, i wonder if your velocity modification does messup with you AddForce() ? Seems like a weird thing to do to manipulate the velocity of your rigidbody like this. Maybe moving the Transform.position.x would be cleaner (and easier to work with) ?

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Answer by deceptive_games · Feb 24 at 03:51 PM

Input.GetKeyDown(KeyCode.Space)

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avatar image Spip5 · Feb 24 at 03:58 PM 0
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This is the opposite of what OP is requesting :

So what I want is that if a player holds the space button they can keep jumping continuously if they're on the ground...

From documentation :

Returns true during the frame the user starts pressing down the key identified by name.

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Answer by RehanSanish · Feb 24 at 05:30 PM

If the player already is in the air, go to it's Rigidbody2D and set the gravity scale to 0. Hope this works.

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