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Question by AlbertDevelopment · Jul 20, 2021 at 08:23 PM · 2d2d-platformerrigidbody2daddforce2d-physics

2D Jump using "Rigidbody2D.AddForce" doesn't work.

I am embarrassed to ask this question, because it's too easy and I'm disappointed in myself that I actually got stuck on this. My simple 2D jump script doesn't work, specifically the Rigidbody2D.AddForce() line is the problem. Here's the code:

     public Rigidbody2D rb;
     public float jumpHeight = 10f;
     public bool canJump = false;
 
     void Awake()
     {
         rb = gameObject.GetComponent<Rigidbody2D>();
     }
 
     void Update()
     {
         if (Input.GetButtonDown("Jump") && canJump == true && rb != null)
         {
             //rb.velocity = Vector2.up * jumpHeight;
             //rb.AddForce(new Vector2(0f, jumpHeight), ForceMode2D.Impulse);
             rb.AddForce(Vector2.up * jumpHeight * Time.deltaTime);
             Debug.Log("This Debug.Log line actually gets written in the console, so the problem is not with the if statement.");
         }
     }

Here are my Rigidbody2D settings: alt text

image-2021-07-20-214123.png (38.6 kB)
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avatar image AlbertDevelopment · Jul 20, 2021 at 08:25 PM 0
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To clarify, the comment-ed lines at:

               //rb.velocity = Vector2.up * jumpHeight;
              //rb.AddForce(new Vector2(0f, jumpHeight), ForceMode2D.Impulse);
              rb.AddForce(Vector2.up * jumpHeight * Time.deltaTime);

is every solution I have tried up to this point.

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Best Answer

Answer by KarMa_PlaYzz · Jul 21, 2021 at 06:57 AM

Have you tried:


 rb.AddForce(Vector2.up * jumpHeight);



By doing rb.AddForce(Vector2.up * jumpHeight * Time.deltaTime); you're trying to do it overtime, but since you only check for Input.GetButtonDown("Jump") it only registers it for a frame, which doesn't let it run over time.

If this didn't solve your problem; make sure to read the documentation about Rigidbody2D.AddForce()

Hope this helped!

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