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Question by gmarti08 · Nov 17, 2021 at 11:09 PM · addforcewall jump

Adding a wall jump with AddForce

Hello, I'm pretty new to unity and have been following a lot of tutorials online. Here I have my movement script, and I'm currently having trouble adding a wall jump with a AddForce method. I want the wall jump to push the player away from the wall, and upwards. Can anyone help? Here's the Script:

 [SerializeField] private float speed;
 [SerializeField] private float jumpPower;
 [SerializeField] private LayerMask groundLayer;
 [SerializeField] private LayerMask wallLayer;
 private Rigidbody2D body;
 private Animator anim;
 private BoxCollider2D boxCollider;
 private float wallJumpCooldown;
 private float horizontalInput;

 private void Awake()
 {
     body = GetComponent<Rigidbody2D>();
     anim = GetComponent<Animator>();
     boxCollider = GetComponent<BoxCollider2D>();
 }

 private void Update()
 {
     float horizontalInput = Input.GetAxis("Horizontal");

     if (horizontalInput > 0.01f)
         transform.localScale = Vector3.one;
     else if (horizontalInput < -0.01f)
         transform.localScale = new Vector3(-1, 1, 1);

     anim.SetBool("Running", horizontalInput != 0);
     anim.SetBool("grounded", isGrounded());

     if (wallJumpCooldown < 0.2f)
     {
         body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);

         if (Input.GetKey(KeyCode.Space))
             Jump();
     }
     wallJumpCooldown = Time.deltaTime;
 }

 private void Jump()
 {
     if (isGrounded())
     {
         body.velocity = new Vector2(body.velocity.x, jumpPower);
         anim.SetTrigger("Jump");
     }
     else if (onWall() && !isGrounded())
     {
         //Need Help here :)
     }
 }

 private void OnCollisionEnter2D(Collision2D collision)
 {

 }        
 private bool isGrounded()
 {
     RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundLayer);
     return raycastHit.collider != null;
 }

 private bool onWall()
 {
     RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x, 0), 0.1f, wallLayer);
     return raycastHit.collider != null;
 }
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Answer by KloverGames · Nov 18, 2021 at 01:19 PM

 if(player is on right side)
 {
     body.AddForce(-10, 5, 0, ForceMode.Impulse); //The x vector is -10 because the player is on the wall from the right side
 }

You can get where the player landed on the wall by using OnCollisionEnter() and when collided with the wall, set the player's position to the spot that you landed in

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avatar image gmarti08 · Nov 18, 2021 at 04:59 PM 0
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I tried to do that, all I get is an error: Assets\Movement.cs(56,18): error CS1501: No overload for method 'AddForce' takes 4 arguments

avatar image KloverGames gmarti08 · Nov 18, 2021 at 04:59 PM 0
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You doing a 2D game??

avatar image gmarti08 KloverGames · Nov 18, 2021 at 05:02 PM 0
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I should have said that first, my bad. Yes, I'm doing a 2D game.

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