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Question by skater-x · Oct 17, 2017 at 06:54 PM · animation2djumpwall

unity 2d wall jump

plz help guys i dont know why rigidbody2d.AddForce dont work with rigidbody2d.velocity and this the script

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerC : MonoBehaviour {

 public float maxSpeed = 10f;
 bool facingRight = true;

 Animator anim;

 bool grounded = false;
 bool touchingWall;
 public float jumpPushForce = 10f;

 public Transform groundCheck;
 public Transform wallCheck;
 float groundRadius = 0.2f;
 float wallRadius = 0.2f;
 public LayerMask whatIsGround;
 public LayerMask whatIsWall;
 public float jumpForce = 700f;


 void Start () 
 {
     anim = GetComponent<Animator> ();
 }

 void FixedUpdate () 
 {
     var rb = GetComponent<Rigidbody2D>();

     grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
     touchingWall = Physics2D.OverlapCircle(wallCheck.position, wallRadius, whatIsWall);
     anim.SetBool ("Ground", grounded);

     anim.SetFloat ("vSpeed", rb.velocity.y);


     float move = Input.GetAxis ("Horizontal");

     anim.SetFloat ("Speed", Mathf.Abs (move));

     rb.velocity = new Vector2 (move * maxSpeed, rb.velocity.y);

     //flip the player
     if (move > 0 && !facingRight)
         Flip ();
     else if (move < 0 && facingRight)
         Flip ();

     if (touchingWall) 
     {
         grounded = false; 
     }
         
 }

 void Update()
 {
     var rb = GetComponent<Rigidbody2D>();
     if (grounded && Input.GetKeyDown (KeyCode.Space)) 
     {
         anim.SetBool ("Ground", false);
         rb.AddForce (new Vector2(0, jumpForce));

     }
     if (touchingWall && Input.GetButtonDown ("Jump")) 
     {
         WallJump ();
     }
 }

 void Flip ()
 {
     facingRight = !facingRight;
     Vector3 theScale = transform.localScale;
     theScale.x *= -1;
     transform.localScale = theScale;
 }
 void WallJump () 
 {
     var rb = GetComponent<Rigidbody2D>();
     if (!facingRight) {
         Flip ();
         rb.AddForce (new Vector2 (jumpPushForce,jumpForce));
     }else if (facingRight) {
         rb.AddForce (new Vector2 (-jumpPushForce,jumpForce));
         Flip ();
     }
 }

}

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