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Question by PersianKiller · Jul 25, 2017 at 05:13 AM · rigidbody2djumpaddforce

Use addForce to Jump

It's my code

void FixedUpdate(){

if (Input.GetKey (KeyCode.Space)) {

         GetComponent<Rigidbody2D> ().AddForce (new vector2(0,5) );
     }  

}

But it's not working

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avatar image SohailBukhari · Jul 25, 2017 at 06:56 AM 0
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Your code is fine but you are not applying sufficient force to move up.And its Vector2 not vector2.

  public float Speed=20.0f;
     void FixedUpdate()
     {
 
         if (Input.Get$$anonymous$$ey($$anonymous$$eyCode.Space))
         {
 
             GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 5* Speed));
         }
     }

avatar image smallville7123 · Dec 04, 2018 at 11:09 PM 0
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i suggest reformatting it to

"It's my code

 void FixedUpdate(){
     if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.Space)) {
          GetComponent<Rigidbody2D> ().AddForce (new vector2(0,5) );
     }  
 }

But it's not working"

1 Reply

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Answer by SohailBukhari · Jul 25, 2017 at 06:48 AM

AddForce take parameter vector2 Components of the force in the X and Y axes.

Rigidbody2D.AddForce Adds a force to the Rigidbody.

Force is applied continuously along the direction of the force vector. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.

Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect.

By default the Rigidbody's state is set to awake once a force is applied, unless the force is Vector3.zero.

Try this code:

 public float Speed;
     void FixedUpdate()
     {
 
         if (Input.GetKey(KeyCode.Space))
         {
 
             GetComponent<Rigidbody2D>().AddForce(Vector2.up* Speed);
         }
     }

See the Docs:https://docs.unity3d.com/ScriptReference/Rigidbody2D.AddForce.html

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