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Question by SigurdOfAlest · Jul 20, 2016 at 09:03 PM · c#buttonbuttonstates

How to make my double jump require 2 separate button presses?

Hello! I'm currently going through the tutorials and I've made my own double jump as I tinker around on my own. The problem is, since Update() is checking every single frame to see if the player is pressing jump, what ends up happening is the following:

Frame 1: The player is holding jump, AddForce(); Frame 2: The player is still holding jump, AddForce();

I end up effectively with a jump that jumps twice as high as it should unless the player taps the jump button for exactly 1 frame. Below is my code. I notice that the Input API has "GetKeyDown" which sounds like it would help my problem, but I want to utilize the InputManager/GetAxis so I can have customizable controls for my hypothetical future game. Below is my code:

 void Update(){
         float jumping = Input.GetAxis("Jump");
         if (grounded && jumping > 0 && jumpCount == 0) { //THE JUMP
             GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));
             anim.SetBool ("Ground", false);
             jumpCount++;
             Debug.Log ("Wee!" + jumpCount);
         } else if (jumpCount < 2 && jumping > 0) {
             GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));
             Debug.Log ("Double Jump!");
             jumpCount++;
         }


Thank you very much for your time!

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Answer by PT34 · Jul 21, 2016 at 06:24 PM

Use this:

 Input.GetButtonDown ("Jump");

So it will jump only when button is pressed down.

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avatar image eralier · Jul 21, 2016 at 10:56 PM 0
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And with GetButton and it's derivative you can still customize the button in the Input $$anonymous$$anager.

avatar image SigurdOfAlest · Jul 23, 2016 at 12:55 PM 0
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Thanks, this worked fantastically. I didn't realize you could use GetButtonDown with Input Axes!

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