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Question by Zach_Siamashvili · Dec 21, 2018 at 02:47 PM · c#physics3dcharactercontrollerjumping

Hold the jump button to jump higher with CharacterController

Hi! I have a bit of a problem with jumping in my game. I move my player with CharacterController, so obviously I cant make him jump with Rigidbody. I'm having problems with making my character jump higher when I hold down the jump button. How do I make it so with using CharacterController instead of using Rigidbody?

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Answer by Vega4Life · Dec 21, 2018 at 05:05 PM

Here is a starting point for you. The main thing is knowing if you can continue to jump. This is based on an elapsed time against a jump timer. This script allows the user to have a full jump of 0.2 seconds, but can release early if they wish (granting a lower jump height). Also, the user is required to press the jump button again if they wish to jump - but I commented the code so that you can remove it if you wish this not to happen.


 using UnityEngine;
 
     public class CharacterControllerJump : MonoBehaviour
     {
         enum ButtonState { Released, Held };
 
         public float jumpSpeed = 8.0f;
         public float gravity = 20.0f;
         public float jumpTimer = 0.2f;
 
         private Vector3 moveDirection = Vector3.zero;
         private CharacterController player;
         float jumpElapsedTime;
         ButtonState previousButtonState;
 
         public bool CanJump
         {
             get
             {
                 return player.isGrounded && previousButtonState == ButtonState.Released;
             }
         }
 
         public bool CanContinueJump
         {
             get
             {
                 return jumpElapsedTime <= jumpTimer && player.isGrounded == false;
             }
         }
 
 
         void Start()
         {
             player = GetComponent<CharacterController>();
         }
 
         void Update()
         {
             // If grounded, we set our jump elapsed to zero
             if (player.isGrounded) jumpElapsedTime = 0f;
 
             bool jumpButtonPressed = Input.GetKey(KeyCode.Space);
             if (jumpButtonPressed)
             {
                 if (CanJump || CanContinueJump)
                 {
                     moveDirection.y = jumpSpeed;
                     jumpElapsedTime += Time.deltaTime;
                 }
             }
 
             moveDirection.y = moveDirection.y - (gravity * Time.deltaTime);
 
             player.Move(moveDirection * Time.deltaTime);
 
             // We don't need this if the user is allowed to hold and keep jumping
             // Most games don't do this, so we have a button state and the user has to hit jump again on landing
             previousButtonState = jumpButtonPressed ? ButtonState.Held : ButtonState.Released;
         }
     }



Hope it gets you going!


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avatar image Zach_Siamashvili · Dec 21, 2018 at 05:18 PM 0
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Thanks man! This is exactly what I wanted!

avatar image Vega4Life Zach_Siamashvili · Dec 21, 2018 at 05:20 PM 0
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No problem. Good luck!

avatar image Henrique_Resh · Feb 03, 2021 at 04:50 AM 0
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Hey, I just used this code in my game and it worked except for a little bug that I noticed, it was allowing the player to double jump, so I added a new variable float to get how many times the player presses the jump button and only allow to continue jumping if they only presses it once.

 private float hitTimes = 0f;
 
 void Update()
     {
         // If grounded, we set our jump elapsed to zero
         // set hitTimes to zero
         if (player.isGrounded) { 
             jumpElapsedTime = 0f;
             hitTimes = 0f;
         }
   
         // register how many time the player pressed the button
         if (Input.GetButtonDown("Jump")) hitTimes++;
 
         bool jumpButtonPressed = Input.GetButton("Jump");
         if (jumpButtonPressed && hitTimes == 1)
         {
             if (CanJump || CanContinueJump)
             {
                 moveDirection.y = jumpSpeed;
                 jumpElapsedTime += Time.deltaTime;
             }
         }
 
         moveDirection.y = moveDirection.y + (gravity * Time.deltaTime);
 
         player.$$anonymous$$ove(moveDirection * Time.deltaTime);
 
         // We don't need this if the user is allowed to hold and keep jumping
         // $$anonymous$$ost games don't do this, so we have a button state and the user has to hit jump again on landing
         previousButtonState = jumpButtonPressed ? ButtonState.Held : ButtonState.Released;
     }

I hope it can help anyone that had the same bug as me =D

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