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Question by StereoGames · Apr 30, 2018 at 03:51 PM · fixwalljump

WallJump Fix

Pls help me my player jump on the wall and he is stucked no slide down. my code: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;

public class Player_Motion : MonoBehaviour {

 public float maxSpeed = 3;
 public float speed = 50f;
 public float jumpPower = 150f;

 //Booleans
 public bool grounded;

 //Stats
 public int curHealth;
 public int maxHealth = 100;
 
 //References
 private Rigidbody2D rb2d;
 private Animator anim;


 void Start ()
 {
 rb2d = gameObject.GetComponent<Rigidbody2D>();
 anim = gameObject.GetComponent<Animator>();

     curHealth = maxHealth;


 }
 
 
 void Update ()
 {
      
     

     anim.SetBool("Grounded",grounded);
     anim.SetFloat("Speed", Mathf.Abs(rb2d.velocity.x));

     if (Input.GetAxis("Horizontal") < -0.1f) 
     {
     transform.localScale = new Vector3(-1, 1, 1);
     }

      if (Input.GetAxis("Horizontal") > 0.1f) 
     {
     transform.localScale = new Vector3(1, 1, 1);
     }

      if (Input.GetButtonDown("Jump") && grounded) 
      {
          rb2d.AddForce(Vector2.up * jumpPower);
      }

     if(curHealth > maxHealth) {
          curHealth = maxHealth;
     }

     if(curHealth <= 0) {
     
          Die ();
     
     }


 }


 void FixedUpdate()
 {
     Vector3 easeVelocity = rb2d.velocity;
     easeVelocity.y = rb2d.velocity.y;
     easeVelocity.z = 0.0f;
     easeVelocity.x *= 0.75f;


     float h = Input.GetAxis("Horizontal");

     //Fake friction / Easing the x spped of Player
     if (grounded)
     {
     
         rb2d.velocity = easeVelocity;

     }



     //Moving the player 
     rb2d.AddForce((Vector2.right *speed) * h);

     //Limiting the speed of the player 
     if(rb2d.velocity.x > maxSpeed)
     {
        rb2d.velocity = new Vector2(maxSpeed, rb2d.velocity.y);
     }

     if(rb2d.velocity.x < -maxSpeed)
     {
         rb2d.velocity = new Vector2(-maxSpeed, rb2d.velocity.y);
     }

     if (rb2d.velocity.x < -maxSpeed) 
     {
         rb2d.velocity = new Vector2(-maxSpeed, rb2d.velocity.y);
     }

 }


 void Die()

 //Restart 
 {
     SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex);
 }



}

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