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Question by Fob823 · Jun 05, 2020 at 09:26 AM · 3djumpdelayfirstpersoncontroller

How Would I Add A Delay Between Jumps .

How Would I Add A Delay Between Jumps So People Cant Hold Jump And Keep Jumping. Rather Only Be Able To Press Jump.

 public float speed = 10f;
 public float gravity = -10f;
 public float jumpHeight = 5f;

 public Transform groundCheck;
 public float groundDistance = 0.7f;
 public LayerMask groundMask;

 Vector3 velocity;
 bool isGrounded;

 void Update()
 {
     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

     if (isGrounded && velocity.y < 0)
     {
         velocity.y = -2f;
     }

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

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

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

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

     velocity.y += gravity * Time.deltaTime;

     controller.Move(velocity * Time.deltaTime);
     controller = GetComponent<CharacterController>();


     if (isGrounded && velocity.y < 0)
     {
         controller.slopeLimit = 45.0f;
         velocity.y = -2f;
     }


     if (Input.GetButtonDown("Jump") && isGrounded)
     {
         controller.slopeLimit = 100.0f;
         velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);


     }
 }

}

KEEP IN MIND IM COMPLETELY A BEGINNER AND HAVE ALMOST NO KNOWLEDGE OF CODING.

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Answer by michaelfelleisen · Jun 05, 2020 at 11:53 AM

https://docs.unity3d.com/ScriptReference/Physics.Raycast.html

you could try raycasts, but Physics.SphereCheck should be fine as well

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Answer by frederikedel · Jun 06, 2020 at 06:23 AM

If i understood your qustion right, you want to have a timer. @Fob823

 public float targetTime = 2f;
 
     // Update is called once per frame
     void Update()
     {
         targetTime -= Time.deltaTime;
 
         if (Input.GetKey(KeyCode.Space)) {
             if (targetTime <= 0.0f)
             {
                 //jump action
                 targetTime = 2f;
      }
             }
                  }
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Answer by N-8-D-e-v · Jun 05, 2020 at 06:54 PM

Like @maichaelfelleisen said, a raycast or Physics.spherecast would work, or an empty gameobject that is a child of the player with a collider attatched would work. If you really don't want to do that, and your game is simple enough, you could use a coroutine to wait a certain amount of seconds before the player can jump again, but that isn't very efficient

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