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Question by nilserlingh · Jan 30, 2019 at 09:51 AM · physicsplayer2d-platformerprogramming

Player bounce when not supposed to

     void Movement(Vector2 move, bool yMovement)
     {
         float distance = move.magnitude;
 
         if (distance > minMoveDistance)
         {
             int count = rb2d.Cast(move, ContactFilter, hitBuffer, distance + shellRadius);
 
             hitBufferList.Clear();
 
             for(int i = 0; i < count; i++)
             {
                 hitBufferList.Add (hitBuffer[i]);
             }
 
             for (int i = 0; i < hitBufferList.Count; i++)
             {
                 Vector2 currentNormal = hitBufferList[i].normal;
 
                 if (currentNormal.y > minGroundNormalY)
                 {
                     grounded = true;
 
                     if (yMovement)
                     {
                         currentNormal = groundNormal;
                         currentNormal.x = 0;
                     }
                 }
 
                 float projection = Vector2.Dot(velocity, currentNormal);
                 if (projection < 0)
                 {
                     velocity = velocity - projection * currentNormal;
                 }
 
                 float modifiedDistance = hitBufferList[i].distance - shellRadius;
 
                 distance = modifiedDistance < distance ? modifiedDistance : distance;
             }
         }
 
         rb2d.position = rb2d.position + move.normalized * distance;
     }


So my issue is that sometimes when my player hits a platform it will bounce of the ground making it immposible to jump again. How can I make shure that the player stays grounded until the jump button is pressed again, instad of bouncing for no reason?

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Answer by tormentoarmagedoom · Jan 30, 2019 at 10:09 AM

Good day.

Most probably it bounce due to phicis material, or rigidbody collisions.

Best solution i think is when detect the ground, to force the rigidbody.velocity.y to 0 (the vertical component of the velocity)

 rb = rigidbody
 
 rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);

This way it will continue advancing the same speed but vertical speed will be set to 0 during 1 frame, preventing the bounce.

Bye!

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