2D Character Controller Double Jump?

So here is my dilema. I’m using the Unity Standard Assets 2D Character Controller and am following the endless runner tutorial in the Live Training archive. The lesson is a little outdated, so I couldn’t follow the tutorial exactly. My problem is that the character will double jump, but will sometimes be able to do a triple jump too. This is not something I want in my game and would like to be able to fix it. I feel like I’ve tried everything and was hoping one of you kind people could help me out. Here’s the code, and thanks ahead of time :slight_smile:

using System;
using UnityEngine;


namespace UnityStandardAssets._2D
{
    public class PlatformerCharacter2D : MonoBehaviour
    {
        [SerializeField] private float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
        [SerializeField] private float m_JumpForce = 400f;                  // Amount of force added when the player jumps.
        [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
        [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
        [SerializeField] private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character

        private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
        const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
        private bool m_Grounded;            // Whether or not the player is grounded.
        private Transform m_CeilingCheck;   // A position marking where to check for ceilings
        const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
        private Animator m_Anim;            // Reference to the player's animator component.
        private Rigidbody2D m_Rigidbody2D;
        private bool m_FacingRight = true;  // For determining which way the player is currently facing.
		AudioSource audio;

		int jumpCount = 0;


        private void Awake()
        {
            // Setting up references.
            m_GroundCheck = transform.Find("GroundCheck");
            m_CeilingCheck = transform.Find("CeilingCheck");
            m_Anim = GetComponent<Animator>();
            m_Rigidbody2D = GetComponent<Rigidbody2D>();
			audio = GetComponent<AudioSource> ();
        }

		void Update()
		{

		}
        private void FixedUpdate()
        {
            m_Grounded = false;

            // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
            // This can be done using layers instead but Sample Assets will not overwrite your project settings.
            Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
            for (int i = 0; i < colliders.Length; i++)
            {
				if (colliders*.gameObject != gameObject)*
  •  		{*
    
  •  			m_Grounded = true;*
    
  •  			jumpCount = 0;*
    
  •  		}*
    

}
m_Anim.SetBool(“Ground”, m_Grounded);

// Set the vertical animation
m_Anim.SetFloat(“vSpeed”, m_Rigidbody2D.velocity.y);

}

public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && m_Anim.GetBool(“Crouch”))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}

// Set whether or not the character is crouching in the animator
m_Anim.SetBool(“Crouch”, crouch);

//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*m_CrouchSpeed : move);

// The Speed animator parameter is set to the absolute value of the horizontal input.
m_Anim.SetFloat(“Speed”, Mathf.Abs(move));

// Move the character
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);

// If the input is moving the player right and the player is facing left…
if (move > 0 && !m_FacingRight)
{
// … flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right…
else if (move < 0 && m_FacingRight)
{
// … flip the player.
Flip();
}
}
// If the player should jump…
if (Input.GetButtonDown(“Jump”) && jumpCount < 2)
{

  •  		jumpCount++;*
    

m_Grounded = false;
m_Anim.SetBool(“Ground”, false);

  •  		m_Rigidbody2D.velocity = new Vector2(m_Rigidbody2D.velocity.x, 0);*
    

m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));

  •  		audio.Play();*
    

}

}

private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;

// Multiply the player’s x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}

Try to int something like jump and every time you jump add 1. If jump = 2 do not allow another jump. Also when grounded set jump to = 0. I could try to help you with code if you need it.