Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Segy · Jan 25, 2016 at 04:00 PM · ground detection

Player sometimes doesnt jump Instantly when clicked

I made a platformer game, where the player has to reach the end to pass the level. The player is a SPHERE BALL. My problem is when the ball roles it sometimes does not jump when the screen is clicked. I tried putting the player movement into void FixedUpdate(), instead of void Update(). The player still doesnt jump instantly, i checked all my ground colliders and there isnt any problems. Im not sure what the problem is. Any ideas? Many thanks

using UnityEngine; using System.Collections; using UnityEngine.SceneManagement;

 public class PlayerControl : MonoBehaviour
 {
     //COMPONENTS
     private Rigidbody2D myRigidbody;
     private CircleCollider2D myCollider;
 
     //SPEED/JUMP
     public float moveSpeed;
     private float moveSpeedStore;
     public float jumpForce;
 
     public float jumpTime;
     private float jumpTimeCounter;
 
     private bool stoppedJumping;
     private bool canDoubleJump;
 
     //GROUNDED
     public bool grounded;
     public LayerMask whatIsGround;
 
 
     // Use this for initialization
     void Start()
     {
         myRigidbody = GetComponent<Rigidbody2D>();
         myCollider = GetComponent<CircleCollider2D>();
 
         speedMilestoneCount = speedIncreaseMilestone;
 
         moveSpeedStore = moveSpeed;
         speedMilestoneCountStore = speedMilestoneCount;
         speedIncreaseMilestoneStore = speedIncreaseMilestone;
 
         jumpTimeCounter = jumpTime;
 
         stoppedJumping = true;
     }
 
     void FixedUpdate()
     {
         grounded = Physics2D.IsTouchingLayers(myCollider, whatIsGround);
         /*grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);*/
 
         myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);
 
         if (Input.GetMouseButtonDown(0))
         {
             if (grounded)
             {
                 myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
                 stoppedJumping = false;
             }
             if (!grounded && canDoubleJump)
             {
                 myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
                 jumpTimeCounter = jumpTime;
                 stoppedJumping = false;
                 canDoubleJump = false;
             }
         }
         if ((Input.GetMouseButton(0)) && !stoppedJumping)
         {
             if (jumpTimeCounter > 0)
             {
                 myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
                 jumpTimeCounter -= Time.deltaTime;
             }
         }
         if (Input.GetMouseButtonUp(0))
         {
             jumpTimeCounter = 0;
             stoppedJumping = true;
         }
         if (grounded)
         {
             jumpTimeCounter = jumpTime;
             canDoubleJump = true;
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         //SPEED MULTIPLIER CODE HERE
     }
  
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Segy · Jan 25, 2016 at 04:45 PM

Found the solution.

grounded = Physics2D.IsTouchingLayers(myCollider, whatIsGround);
myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);

I left the above two in void fixedupdate, and moved the rest in void update.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

39 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Physics2D.Raycast not working with LayerMask 0 Answers

Using OnTriggerStay for Ground Detection 0 Answers

Find the distance between a point inside the volume of the capsule and the lower border of the capsule below that point. 0 Answers

my player does the animation on the floor as if he had to jump but walking makes the animation stop I think it's the groundcheck that does not work. I have bad English it was in the translator. 0 Answers

Ground check doesnt work 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges