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Question by Blaze400 · Aug 08, 2021 at 12:22 AM · unity 5c# tutorialforums

Can't Figure Out How To Make Bounce Pad

Hello, I'm trying to make a bounce pad that when I jump on top of it makes me go high (Height can be set from unity) and also plays an animation when doing so, I'm a noob to c# and unity so please explain this to me as if I'm a 5 year old. ty :D.

 my  code...

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Bouncepad : MonoBehaviour
 {
     public PlayerMovement playermovement; 
     public Animator anim;
     public float BounceHeight = 20f;
     
     void Start()
     {
         anim = GetComponent<Animator>();
     }
     
     void OnTriggerEnter(Collider other)
     {
        if (other.tag == "Player") {
             GameObject Player = GameObject.Find("Player");
             PlayerMovement playermovement = Player.GetComponent<PlayerMovement>();
             playermovement.jumpHeight = BounceHeight;
             
             void Update()
             {
                if(Input.GetButtonDown("Jump"))
                 {
                 anim.Play("bounce pad spring");
                 }   
             }
           
         }
     }
 }

This is my player controller (brackeys tutorial)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public CharacterController controller;
 
     public float speed = 12f;
     public float gravity = -9.81f;
     public float jumpHeight = 3f;
 
     public Transform groundCheck;
     public float groundDistance = 0.4f;
     public LayerMask groundMask;
 
     Vector3 velocity;
     bool isGrounded;
 
     // Update is called once per frame
     void Update()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         if(isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
 
         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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