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Question by fabian_rensch · Dec 27, 2015 at 09:46 PM · c#velocityplatformerdouble jumpzero

[Solved] Zero out Velocity before double jumping?

Hey there. I'm working on a platformer and I try to implement a double jump. It all works fine but when I double tap the jump button quickly the character jumps way higher than it should. I guess it's because the velocity of the double jump is added to the normal jump. That's why I want to zero out the velocity right before the double jump. My code looks like this:

         if (Input.GetKeyDown (KeyCode.Space) || Input.GetKeyDown (KeyCode.W)) {
             Vector2 velo = myRigidbody.velocity;
             if (isGrounded) {
                 velo = new Vector2(velo.x, 0);
                 myRigidbody.AddForce(new Vector2(0, jumpForce));
                 canDoublejump = true;
             } else {
                 if (canDoublejump) {
                     canDoublejump = false;
                     velo = new Vector2(velo.x, 0);
                     myRigidbody.AddForce(new Vector2(0, jumpForce));
                 }
             }
         }

But this won't work. Should I zero out the physics instead? Or is there another easy approach?

Thanks.

UPDATE

Solved it by myself:

Instead of

  Vector2 velo = myRigidbody.velocity;
 
                  velo = new Vector2(velo.x, 0);

I wrote

 Vector3 vel = myRigidbody.velocity;
                 vel.y = 0;
                 myRigidbody.velocity = vel;

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