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Question by ImNotARana · Oct 30, 2018 at 01:13 AM · playerprogrammingjumphow

How to make the player can use flutter Jump like Yoshi in Super Mario World?

I'm new in game development and I tried to do something like Yoshi's flutter jump, but I can't do something functional. I mean, I want something like this: https://www.mariowiki.com/images/f/f5/Yoshi_Flutter_Jump_Artwork.png

public class Player : MonoBehaviour {

 private Rigidbody2D rb2d;
 public Vector3 velocity;
 public Collision collision;

 public float WalkSpeed = 0.5f;

 public Vector3 jump;
 public float JumpSpeed = 8;
 public float JumpForce = 100;
 public float JumpDuration;

 public bool isGrounded;
 public bool isFalling;

 void Start () {        
     rb2d = GetComponent<Rigidbody2D>();
     rb2d.velocity = new Vector3(0, 10, 0);
     jump = new Vector3 (0.0f, 1.5f, 0.0f);
     JumpDuration = 0.5f;

 }

 void Update () {

     WalkMove ();
     Jump ();
     CheckFall ();
     CheckGround ();

 }

 void WalkMove()
 {
     //WalkLeft
     if (Input.GetKey (KeyCode.LeftArrow)) {
         rb2d.transform.Translate (-Vector2.left * 2f * -WalkSpeed * Time.deltaTime);
     }

     //WalkRight
     if (Input.GetKey (KeyCode.RightArrow)) {
         rb2d.transform.Translate (Vector2.right * 2f * WalkSpeed * Time.deltaTime);
     }

 }

 void Jump()
 {
     if (Input.GetKey (KeyCode.UpArrow) || Input.GetKey (KeyCode.Space) && isGrounded == true) {
         
         rb2d.transform.Translate (JumpForce * jump * Time.deltaTime);

         if (transform.position.y == JumpDuration) {
             rb2d.velocity = Vector3.zero;
         }

     }
 }
     
 void OnCollisionOn(Collision collision)
 {
     if (collision.gameObject.name == "Platform") 
     {
         isGrounded = true;
     }
 }

 void OnCollisionOut(Collision collision)
 {
     if (collision.gameObject.name != "Platform") 
     {
         isGrounded = false;
     }
 }

 void CheckFall()
 {
     if (rb2d.velocity.y < -0.1)//&& Jump
     {
         isFalling = true;
     }
     else
     {
         isFalling = false;
     }
 }

 void CheckGround()
 {
     if (rb2d.velocity.y == 0)
     {
         isGrounded = true;
         canBoost = false;
     }
     else
     {
         isGrounded = false;
         canBoost = true;
     }
 }

}

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