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Question by Alphacreations · Apr 27, 2020 at 04:13 AM · cheat

Unity cheatcode not working

This is my code for my character controller in unity and I have implemented a cheat code where when you type in "speed" you go faster. The problem is that whenever I enter the cheat code, I am not able to jump afterwards

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     private Rigidbody2D rb;
     private Animator anim;
     private enum State { idle, running, jumping, falling }
     private State state = State.idle;
     private Collider2D coll;
     [SerializeField] private LayerMask ground;
     [SerializeField] private float speed = 8f;
     [SerializeField] private float JumpForce = 15f;
     private string[] cheatCode;
     private int index;
 
 
 
     private void Start()
     {
         rb = GetComponent<Rigidbody2D>();
         anim = GetComponent<Animator>();
         coll = GetComponent<Collider2D>();
         cheatCode = new string[] { "s", "p", "e", "e", "d" };
         index = 0;
 
 
     }
     private void Update()
     {
         if (Input.anyKeyDown)
         {
 
             if (Input.GetKeyDown(cheatCode[index]))
             {
 
                 index++;
             }
 
             else
             {
                 index = 0;
             }
         }
 
         if (index == cheatCode.Length)
         {
             speed = 30f;
             
         }
         
 
 
 
         float hDirection = Input.GetAxis("Horizontal");
 
         if (hDirection < 0)
         {
             rb.velocity = new Vector2(-speed, rb.velocity.y);
             transform.localScale = new Vector2(-1, 1);
         }
         else if (hDirection > 0)
         {
             rb.velocity = new Vector2(speed, rb.velocity.y);
             transform.localScale = new Vector2(1, 1);
         }
 
         else
         {
 
         }
         if (Input.GetButtonDown("Jump") && coll.IsTouchingLayers())
         {
             rb.velocity = new Vector2(rb.velocity.x, JumpForce);
             state = State.jumping;
         }
 
 
         VelocityState();
         anim.SetInteger("state", (int)state);
 
 
 
 
          void VelocityState()
         {
             if (state == State.jumping)
             {
                 if (rb.velocity.y < .1f)
                 {
                     state = State.falling;
                 }
             }
             else if (state == State.falling)
             {
                 if (coll.IsTouchingLayers(ground))
                 {
                     state = State.idle;
                 }
             }
             else if (Mathf.Abs(rb.velocity.x) > 2f)
             {
                 //Moving
                 state = State.running;
             }
             else
             {
                 state = State.idle;
             }
         }
     }
 
 }

]

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