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Question by ikjmanxbox · Sep 13, 2020 at 01:12 PM · physics2dlayermask

Physics2D.OverlapBox shows inconsistent behaviour

Only about 1 in 20 times i press the space button, I actually jump. I've tried so many things myself and tried finding a solution online, but I just can't figure it out. Does anyone have an idea what I'm doing wrong here?

 using UnityEngine;
 
 public class Player : MonoBehaviour
 {
     public float movespeed = 5f;
     public float jumpforce = 5f;
     public Rigidbody2D player;
 
     public LayerMask layerMaskPlatforms;
 
     private float movementHorizontalInput;
     private bool jumpInput;
 
     private float lastTimeOnGroundInSeconds = 0f;
     private float lastTimePressedJump = 0f;
 
     void OnBecameInvisible()
     {
         // todo: restart game
     }
 
     void Update()
     {
         movementHorizontalInput = Input.GetAxisRaw("Horizontal");
         jumpInput = Input.GetButtonDown("Jump");
     }
 
     void FixedUpdate()
     {
         if (jumpInput)
         {
             AttemptJump();
             lastTimePressedJump = 0.2f;
         }
         else if (lastTimePressedJump > 0)
         {
             AttemptJump();
             lastTimePressedJump -= Time.deltaTime;
         }
 
         if (IsOnGround())
         {
             lastTimeOnGroundInSeconds = 0.2f;
         }
         else if (lastTimeOnGroundInSeconds > 0)
         {
             lastTimeOnGroundInSeconds -= Time.deltaTime;
         }
 
         player.velocity = new Vector2(movementHorizontalInput * movespeed * Time.deltaTime * 50f, player.velocity.y);
     }
 
     void OnCollisionStay2D(Collision2D collision)
     {
         if (IsOnGround())
         {
             transform.parent = collision.transform;
         }
     }
 
     private void AttemptJump()
     {
         if (lastTimeOnGroundInSeconds > 0)
         {
             player.AddForce(new Vector2(0, jumpforce), ForceMode2D.Impulse);
             lastTimeOnGroundInSeconds = 0;
         } 
     }
 
     private bool IsOnGround()
     {
         Vector2 groundedCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
         var overlapBox = Physics2D.OverlapBox(groundedCheckPosition, transform.localScale, 0, layerMaskPlatforms);
         return overlapBox;
     }
 }

Platform settings: alt text

Player settings: alt text

untitled.png (24.0 kB)
untitled.png (55.3 kB)
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