walljump doesnt work!
Hi I'm new to Unity and I'm having trouble with coding a walljump. For some reason, when I press the jump button, sometimes the walljump just doesn't work. The x-movement works fine but the y-movement doesn't work. It works sometimes but other times only the x works and i still fall downwards. I changed the gravity a few times but I fell at the same rate. I also changed the y-Walljump force but it was the same. PS: You only need to really look at the lines of code all the way to "private void awake".
My Code:
using UnityEngine; using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour { [SerializeField] private float m_JumpForce = 400f;
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;
[SerializeField] private bool m_AirControl = false;
[SerializeField] private LayerMask m_WhatIsGround;
[SerializeField] private Transform m_GroundCheck;
[SerializeField] private Transform m_CeilingCheck;
[SerializeField] private Collider2D m_CrouchDisableCollider;
const float k_GroundedRadius = .2f;
private bool m_Grounded;
const float k_CeilingRadius = .2f;
const float k_FrontRadius = .2f;
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true;
private Vector3 m_Velocity = Vector3.zero;
bool isTouchingFront;
public Transform FrontCheck;
bool wallSliding;
public float wallSlidingSpeed;
bool wallJumping;
public float xWallForce;
public float yWallForce;
public float wallJumpTime;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Update()
{
isTouchingFront = Physics2D.OverlapCircle(FrontCheck.position, k_FrontRadius, m_WhatIsGround);
if (isTouchingFront == true && m_Grounded == false)
{
wallSliding = true;
}
else
{
wallSliding = false;
}
if (wallSliding)
{
m_Rigidbody2D.velocity = new Vector2(m_Rigidbody2D.velocity.x, Mathf.Clamp(m_Rigidbody2D.velocity.y, -wallSlidingSpeed, Input.GetAxisRaw("Horizontal") * 4));
}
if (Input.GetButtonDown("Jump") && wallSliding == true)
{
wallJumping = true;
}
else
{
wallJumping = false;
}
if (wallJumping)
{
m_Rigidbody2D.velocity = new Vector2(xWallForce * -Input.GetAxisRaw("Horizontal"), yWallForce);
}
}
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
if (!crouch)
{
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
if (m_Grounded || m_AirControl)
{
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
move *= m_CrouchSpeed;
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
if (move > 0 && !m_FacingRight)
{
Flip();
}
else if (move < 0 && m_FacingRight)
{
Flip();
}
}
if (m_Grounded && jump)
{
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
m_FacingRight = !m_FacingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
Please help!
Note: I changed it to make the new vector2 into a "add force" but it still didn't work so here's new code
private void Update() { isTouchingFront = Physics2D.OverlapCircle(FrontCheck.position, k_FrontRadius, m_WhatIsGround);
if (Input.GetKey("right"))
{
m_lastHorizontal = 1;
}
else if (Input.GetKey("left"))
{
m_lastHorizontal = -1;
}
if (isTouchingFront == true && m_Grounded == false)
{
wallSliding = true;
}
else
{
wallSliding = false;
}
if (wallSliding)
{
m_Rigidbody2D.velocity = new Vector2(m_Rigidbody2D.velocity.x, Mathf.Clamp(m_Rigidbody2D.velocity.y, -wallSlidingSpeed, Input.GetAxisRaw("Horizontal") * 4));
}
if (Input.GetButtonDown("Jump") && wallSliding == true)
{
wallJumping = true;
Invoke("SetJumpToFalse", wallJumpTime);
}
else
{
wallJumping = false;
}
if (wallJumping)
{
print("jumping!!!!");
m_Rigidbody2D.AddForce(new Vector2(xWallForce * -m_lastHorizontal, yWallForce), ForceMode2D.Impulse);
wallJumping = false;
}
}
Answer by giants_105 · Apr 06, 2021 at 07:07 AM
i did it!
i just needed to put flip() after adding the force for the walljump :)
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