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Question by ppozniak · Jun 06, 2019 at 09:21 AM · rigidbody2djumpgetbutton

Rigidbody2d jumps twice with Input.GetButton (is grounded check)

Hello. I am using 2d rigidbody for my character and the problem is when I'm using Input.GetButton("Jump") instead of GetButtonDown my player jumps twice.

To check for ground I am using isGrounded = capsuleCollider.IsTouchingLayers(groundLayer);

Here's the code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
   [SerializeField]
   public LayerMask groundLayer;
   public float playerSpeed = 10f;
   public float jumpPower = 10f;
 
   private float xInput = 0f;
   private Rigidbody2D rb;
   private bool jumpPressed;
   private bool isGrounded = true;
 
   private CapsuleCollider2D capsuleCollider;
 
   void Start()
   {
     rb = gameObject.GetComponent<Rigidbody2D>();
     capsuleCollider = gameObject.GetComponent<CapsuleCollider2D>();
   }
 
   // Update is called once per frame
   void Update()
   {
     xInput = Input.GetAxisRaw("Horizontal");
     jumpPressed = Input.GetButton("Jump");
   }
 
   void FixedUpdate()
   {
 
     Vector2 newVelocity = new Vector2(xInput * playerSpeed, rb.velocity.y);
     rb.velocity = newVelocity;
     isGrounded = capsuleCollider.IsTouchingLayers(groundLayer);
 
     if (jumpPressed && isGrounded)
     {
       isGrounded = false;
       rb.AddForce(new Vector2(0f, jumpPower), ForceMode2D.Impulse);
     }
 
   }
 }
   

I could probably fix that by doing some timer related stuff, to prevent additional jumps too quickly, but I want to know if there's another way. The reason I'm using GetButton over GetButtonDown is that I want my character to jump constantly if player is holding Jump button. All the tutorials are using GetButtonDown and I couldn't find any related topics :(

Best regards.

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