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Question by locolitovega · Apr 16, 2020 at 11:54 AM · 2dplatformerslowmotion

How to fix player bouncing multiple times

I have a bounce pad in my game and it bounces the player. it's in a OnCollisonEnter2D function and it looks like this (this is a part of the script)

      if (transform.tag == "Bouncer")
     {
         Rigidbody2D rb = collision.transform.GetComponent<Rigidbody2D>();

         if (rb != null)
         {
             rb.AddRelativeForce(new Vector2(0f, BounceForce), ForceMode2D.Impulse);
         }
     }

I also have a slowing down time feature in my game that slows down time when the player presses Q. But if I do this while going onto the bounce pad, It bounces the player multiple times instead of once. Please help.

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Answer by locolitovega · Apr 16, 2020 at 07:48 PM

Alright, figured it out. I used DateTime to ignore the second bounce, here's how i did it but it may vary from games because this is for a slow motion game like karlson or superhot. Timebounce is my DateTime variable. Make sure to set yours to DateTime.Now when you create the variable

 if (TimeBounce.AddSeconds(.2 / Time.timeScale) <= DateTime.Now)
                 {
                     if (rb != null)
                     {
                         Debug.Log("Bounce");
                         rb.AddRelativeForce(new Vector2(0f, BounceForce), ForceMode2D.Impulse);
                         TimeBounce = DateTime.Now;
 
                     }
                 }

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Answer by locolitovega · Apr 16, 2020 at 07:00 PM

Sort of figured it out, the OnCollisionEnter is getting called twice for some reason but i still don't know how to fix the problem.

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Answer by locolitovega · Apr 16, 2020 at 07:48 PM

Alright, figured it out. I used DateTime to ignore the second bounce, here's how i did it but it may vary from games because this is for a slow motion game like karlson or superhot. Timebounce is my DateTime variable. Make sure to set yours to DateTime.Now when you create the variable

 if (TimeBounce.AddSeconds(.2 / Time.timeScale) <= DateTime.Now)
                 {
                     if (rb != null)
                     {
                         Debug.Log("Bounce");
                         rb.AddRelativeForce(new Vector2(0f, BounceForce), ForceMode2D.Impulse);
                         TimeBounce = DateTime.Now;
 
                     }
                 }

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