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This question was closed Feb 06, 2021 at 02:02 AM by Unity_GameBreaker for the following reason:

The question is answered, right answer was accepted

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Question by Unity_GameBreaker · Feb 05, 2021 at 07:01 PM · c#jumpinginfinite

Character can jump mid air forever

my character can jump forever, even in the air. How can I fix this?

here is my code:

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;
 

 // Start is called before the first frame update
 void Start()
 {
     
 }

 // 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 * -2 * gravity);
     }

     velocity.y += gravity * Time.deltaTime;
     controller.Move(velocity * Time.deltaTime);


 }

}

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Answer by Unity_GameBreaker · Feb 06, 2021 at 02:01 AM

Ok, so I managed to get it working by using controller.isGrounded instead of the checkSphere. But now I cant jump while standing still :/ Here's the updated code: 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()
 { 

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

     velocity.y += gravity * Time.deltaTime;
     controller.Move(velocity * Time.deltaTime);


 }

}

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Answer by Llama_w_2Ls · Feb 05, 2021 at 07:51 PM

IsGrounded is never set to false. Does your groundCheck object move with the player, and is the groundDistance a suitable radius, such as 0.25f? @Unity_GameBreaker

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avatar image Unity_GameBreaker · Feb 05, 2021 at 08:34 PM 0
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I set the groundDistance to 0.4f, I've tried 0.25f with the same results. I also tried setting IsGrounded to false and it still jumps infinitely, though I might have set it to false in the wrong spot @Llama_w_2Ls

avatar image Llama_w_2Ls Unity_GameBreaker · Feb 05, 2021 at 09:21 PM 0
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Did you set your layermask to ground and assigned the ground layer to your floor objects?

avatar image Unity_GameBreaker Llama_w_2Ls · Feb 05, 2021 at 10:21 PM 0
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Yup, I have @Llama_w_2Ls

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Answer by matthewroxby · Feb 05, 2021 at 09:45 PM

Is it possible that your own character is getting picked up by the checkSphere? You might want to use tags to see if the player's jump should be refreshed

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avatar image Unity_GameBreaker · Feb 05, 2021 at 10:22 PM 0
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How can I do that @matthewroxby?

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