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Question by thelegend25123 · Dec 23, 2021 at 07:32 AM · jumpdouble jump

im trying to make a double jump but its combining the jumps into one at once and idk how to fix it

im trying to make a double jump its not letting me click the second time and instead makes my player go flying with double the force

 public float MoveSpeed = 3;
 private Rigidbody PlayerRB;
 public float JumpForce = 10;
 public float GravMod = 2; 
 private float JumpDelay = 0.07f;
 private float TimeStamp;
 public bool IsOnGround = false;
 public bool HasDoubleJump;
 public bool AllowedDoubleJump;
 // Start is called before the first frame update
 void Start()
 {
     PlayerRB = GetComponent<Rigidbody>();
     Physics.gravity *= GravMod;
 }

 // Update is called once per frame
 void Update()
 {
     //Basic movement using wasd
     if (Input.GetKey(KeyCode.A))
     {
         transform.Translate(MoveSpeed * Time.deltaTime * Vector3.left);
     }
     if (Input.GetKey(KeyCode.D))
     {
         transform.Translate(MoveSpeed * Time.deltaTime * Vector3.right);
     }

     if ((IsOnGround == true) && Time.time >= TimeStamp && Input.GetKey(KeyCode.Space))
     {
         //Jump code
         if (HasDoubleJump == true && AllowedDoubleJump == true)
         {
             PlayerRB.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
             AllowedDoubleJump = false;
             TimeStamp = Time.time + JumpDelay;
             
             if (Input.GetKey(KeyCode.Space))
             {
                 PlayerRB.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
                 Debug.Log("Second Jump");
                 
             }
         }
         else if (HasDoubleJump == false)
         {
             PlayerRB.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
             IsOnGround = false;
             TimeStamp = Time.time + JumpDelay;
         }
     }
 }



 private void OnCollisionEnter(Collision col)
 {
     if (col.gameObject.CompareTag("Ground"))
     {
         IsOnGround = true;
         TimeStamp = Time.time + JumpDelay;
         AllowedDoubleJump = true;
     }
 }

}

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Answer by Waterpolo7 · Dec 23, 2021 at 09:53 PM

Hi @thelegend25123


Could you try changing all the Input.GetKey(KeyCode.Space) to Input.GetKeyDown(KeyCode.Space). Now the game registers a space for every frame you're holding space (a frame is very short, so a small tap could already be causing the ultra jump) and that will be changed when he only registers the button coming down.


I hope this works, let me know :)

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