Hi, I am making a 2D game, and for some reason my player is able to jump while in the air. I don’t want the player to. The player should only be able jump once, then able to jump again, when he lands on the GROUND. I am using the scripts from Unity Standard Assets, but edited some of them.
Here are the scripts that I think are relevant to my problem:
using System;
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
// Just in case so no "duplicate definition" stuff shows up
namespace UnityStandardAssets.Copy._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.
[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
public bool m_Grounded; // Whether or not the player is grounded.
private Animator m_Anim; // Reference to the player's animator component.
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true;
public string GameOverScene;
// For determining which way the player is currently facing.
private void Awake()
{
// Setting up references.
m_GroundCheck = transform.Find("GroundCheck");
m_Anim = GetComponent<Animator>();
m_Rigidbody2D = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
m_Grounded = true;
// 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;
}
m_Anim.SetBool(“Ground”, m_Grounded);
}
public void Move(float move, bool jump)
{
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// 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);
m_MaxSpeed += 0.5f * Time.deltaTime; /////////////////////////////////////////////////////////////////////////////////
m_JumpForce += 1.0f * Time.deltaTime; ////////////////////////////////////////////////////////////////////////////////
m_Rigidbody2D.gravityScale += 0.009f * Time.deltaTime; /////////////////////////////////////////////////////////////
// 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 (m_Grounded = true && jump && m_Anim.GetBool("Ground"))*
{
// Add a vertical force to the player.
m_Anim.SetBool(“Ground”, false);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
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;
}
-
void OnCollisionEnter2D(Collision2D target)* -
{* -
if (target.gameObject.tag == "Enemy") {* -
m_MaxSpeed = 0f;* -
m_JumpForce = 0f;* -
m_Rigidbody2D.gravityScale = 20f;* -
}*
}
-
IEnumerator DelayedSceneLoad()* -
{* -
yield return new WaitForSeconds(1.5f);* -
SceneManager.LoadScene(GameOverScene);* -
}*
}
}
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
// Just in case so no “duplicate definition” stuff shows up
namespace UnityStandardAssets.Copy._2D
{
[RequireComponent(typeof (PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
private PlatformerCharacter2D m_Character;
-
private bool m_Jump;*
private void Awake()
{
m_Character = GetComponent();
}
private void Update()
{
if (!m_Jump)
{
// Read the jump input in Update so button presses aren’t missed.
-
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");*
}
}
private void FixedUpdate()
{
-
float h = CrossPlatformInputManager.GetAxis("Horizontal");*
// Pass all parameters to the character control script.
m_Character.Move(h, m_Jump);
m_Jump = false;
}
}
}
Anyone that helps will be rewarded with karma/reputation points, just to be nice. ![]()
Can you provide some example code where you define this method and register it as an event handler? Can you verify that the script is in an [Editor compilation pass][1] (i.e. in an Editor folder)? [1]: https://docs.unity3d.com/Manual/ScriptCompileOrderFolders.html
– Adam-Mechtley