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Question by haqy84 · Mar 05, 2020 at 02:03 PM · jumpinggroundedground detectionisgrounded

Player does not jump when running at the edge of a ledge (How to add jump tolerance?),Player Does not jump when at the edge of a ledge

im using a 2d overlap circle to check isGrounded. After doing some research i found that due to there being no jump tolerance, pressing the jump button at the last moment results in the jump not registring as even though it seems as the player is on the ground visually, its not grounded. I would really appreciate help on how to add jump tolerance as the platformer requires a lot of edge jumps and im unable to figure out a method to add it.,

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Answer by RedBambooLeaf · Mar 05, 2020 at 04:18 PM

There are several reasons why your character is not jumping when you expect. The first 3 thing I would look for are:

  1. When are you capturing the input? The input should be registered during the update pass: make sure it is.

  2. DefaultContactOffset: it may be a matter of sizes... Make sure the default contact offset is set to an appropriate value and that your overlap circle is large enough.

  3. DetectionMode: sometimes, especially for fast moving rigidbodies, it is necessary to change the detection mode: make sure you are using the mode that best fits your case.

Hope it helps! I'm sure you can find more information in Unity official documentation and similar questions here on Unity Answers.

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avatar image haqy84 · Mar 06, 2020 at 07:56 AM 0
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Thank you however these have not solved my problem, 1:Yes the input is called in the update function and the jumping is carried in fixed update 2:I have experimented with circle sizes large and small however it still does not fix the problem 3:If by detection mode you are referring to continuos or discrete then these settings do not fix the problem.

I have searched a lot on the forums but am still unable to find a solutioon, however i will keep looking

avatar image RedBambooLeaf haqy84 · Mar 06, 2020 at 01:07 PM 0
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Hmm I see... Can you post here physics settings + rigid body settings + the way you're executing the jump and the ground-checking + collider components settings for player and ground?

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