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Question by danizufrique · Feb 14, 2019 at 12:19 AM · animationscript.jumpphysics2djumping

Problems with Jumping

Hello everyone,

I'm trying to code a jump for my character, but I've had some problems: I'm not able to find the right configuration for gravity, it's too slow, and I think that there aren't problems with scale. Baside that, something strange happens: if I try to jump while I'm running it jumps (slower than I'd like), but if I jump while the character is in idle, you can't even see how it jumps, just the start of the animation.

I'm trying to get a fast jump, but I only got a very slow jumo that doesn't work well. I appreciate any help. Here you have my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour {
 
     public float maxSpeed = 25f; //El maximo en la práctica es 10 (dnw)
     public float speed = 500f;
     public float jumpPower = 30000000f;
     public bool grounded;
 
     private Rigidbody2D rb2d;
     private Animator anim;
     private bool jumping;
 
     // Use this for initialization
     void Start () {
         rb2d = GetComponent<Rigidbody2D>();
         anim = GetComponent<Animator>();
     }
     
     // Update is called once per frame
     void Update () {
         anim.SetFloat("Speed", Mathf.Abs(rb2d.velocity.x));
         anim.SetBool("Grounded", grounded);
 
         Debug.Log(grounded);
 
         if (Input.GetKeyDown("joystick button 0") && grounded)
         {
             jumping = true;
             Debug.Log("hola");
         }
     }
 
     void FixedUpdate()
     {
         //MOVEMENT
         float h = Input.GetAxis("LeftJoystickHorizontal");
         rb2d.AddForce(Vector2.right * speed * h, ForceMode2D.Impulse);
 
         float limitedSpeed = Mathf.Clamp(rb2d.velocity.x, -maxSpeed, maxSpeed);
         rb2d.velocity = new Vector2(limitedSpeed, rb2d.velocity.y);
        
         if (Mathf.Abs(h) < 0.1f){rb2d.velocity = Vector2.zero;};   
         if(h > 0.1f){transform.localScale = new Vector3(1f, 1f, 1f);}
         if(h < -0.1f){transform.localScale = new Vector3(-1f, 1f, 1f);}
 
         if(jumping == true)
         {
             rb2d.AddForce(Vector2.up * jumpPower, ForceMode2D.Impulse);
             jumping = false;
         }
         //
     }
 }
 
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CheckGround : MonoBehaviour {
 
     private PlayerController player;
 
     // Use this for initialization
     void Start () {
         player = GetComponentInParent<PlayerController>();    
     }
     
     // Update is called once per frame
     void OnCollisionStay2D(Collision2D col) {
         if(col.gameObject.tag == "Ground")
         {
             player.grounded = true;
         }         
     }
 
     void OnCollisionExit2D(Collision2D col)
     {
         if (col.gameObject.tag == "Ground")
         {
             player.grounded = false;
         }
     }
 }



Thanks.

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