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Question by maleficientmatter · Oct 01, 2021 at 10:08 AM · jumpingground detection

ground check stops working after one jump,im making an fps and i added a movement scrip and a ground checker script, if i press the jump button and then fall, the ground checker stops working.

i am making a 3d fps game and the ground check stops working if i jump and then fall, i cant jump again because the groundcheck wont activate again

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class movement : MonoBehaviour { public CharacterController controller;

 public float speed = 12f;
 public float gravity = -9.81f;
 public float jumpHeight = 3f;

 public Transform groundChecker;
 public float groundDistance = 0.4f;
 public LayerMask groundMask;

 Vector3 velocity;
 bool isGrounded;

 // Update is called once per frame
 void Update()
 {
     isGrounded = Physics.CheckSphere(groundChecker.position, groundDistance, groundMask);

     if(isGrounded && velocity.y < 0) 
     {
         velocity.y = -1f;
     }

     float x = Input.GetAxis("Horizontal");
     float z = Input.GetAxis("Vertical");

     Vector3 move = transform.right * x + transform.forward * z;

     controller.Move(move * speed * Time.deltaTime);

     if(Input.GetButtonDown("Jump") && isGrounded) 
     {
         velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
     }

     velocity.y += gravity * Time.deltaTime;

     controller.Move(velocity * Time.deltaTime);
 }

} ,basically, if i jump the ground checker just stops and i cant figure out why. here is the code

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class movement : MonoBehaviour { public CharacterController controller;

 public float speed = 12f;
 public float gravity = -9.81f;
 public float jumpHeight = 3f;

 public Transform groundChecker;
 public float groundDistance = 0.4f;
 public LayerMask groundMask;

 Vector3 velocity;
 bool isGrounded;

 // Update is called once per frame
 void Update()
 {
     isGrounded = Physics.CheckSphere(groundChecker.position, groundDistance, groundMask);

     if(isGrounded && velocity.y < 0) 
     {
         velocity.y = -1f;
     }

     float x = Input.GetAxis("Horizontal");
     float z = Input.GetAxis("Vertical");

     Vector3 move = transform.right * x + transform.forward * z;

     controller.Move(move * speed * Time.deltaTime);

     if(Input.GetButtonDown("Jump") && isGrounded) 
     {
         velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
     }

     velocity.y += gravity * Time.deltaTime;

     controller.Move(velocity * Time.deltaTime);
 }

}

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