# Bunny Hop control

Hi, at the moment I am building a bunny hop control for my game and I don’t know how to emulate the press of a button.

The Code should be:

When button “Jump” (Spacebar) is pressed and the collider (the collider of the Player) notifies a collision, then he should emulate the press of the spacebar to Jump again.

I am also happy if someone has an other idea to do this

Here are the scripts, I don’t know why it does not work to jump by holding the button…

FPS Input Controller:

``````private var motor : CharacterMotor;
var stillPressed : boolean;

// Use this for initialization
function Awake () {
motor = GetComponent(CharacterMotor);
}

// Update is called once per frame
function Update () {
// Get the input vector from kayboard or analog stick
var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));

if (directionVector != Vector3.zero) {
// Get the length of the directon vector and then normalize it
// Dividing by the length is cheaper than normalizing when we already have the length anyway
var directionLength = directionVector.magnitude;
directionVector = directionVector / directionLength;

// Make sure the length is no bigger than 1
directionLength = Mathf.Min(1, directionLength);

// Make the input vector more sensitive towards the extremes and less sensitive in the middle
// This makes it easier to control slow speeds when using analog sticks
directionLength = directionLength * directionLength;

// Multiply the normalized direction vector by the modified length
directionVector = directionVector * directionLength;
}

// Apply the direction to the CharacterMotor
motor.inputMoveDirection = transform.rotation * directionVector;
motor.inputJump = Input.GetButton("Jump")

}
// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterMotor)
``````

CharacterMotor Script:

``````#pragma strict
#pragma implicit
#pragma downcast

// Does this script currently respond to input?
var canControl : boolean = true;

var useFixedUpdate : boolean = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;

class CharacterMotorMovement {
// The maximum horizontal speed when moving
var maxForwardSpeed : float = 10.0;
var maxSidewaysSpeed : float = 10.0;
var maxBackwardsSpeed : float = 10.0;

// Curve for multiplying speed based on slope (negative = downwards)
var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));

// How fast does the character change speeds?  Higher is faster.
var maxGroundAcceleration : float = 30.0;
var maxAirAcceleration : float = 20.0;

// The gravity for the character
var gravity : float = 10.0;
var maxFallSpeed : float = 20.0;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The last collision flags returned from controller.Move
@System.NonSerialized
var collisionFlags : CollisionFlags;

// We will keep track of the character's current velocity,
@System.NonSerialized
var velocity : Vector3;

// This keeps track of our current velocity while we're not grounded
@System.NonSerialized
var frameVelocity : Vector3 = Vector3.zero;

@System.NonSerialized
var hitPoint : Vector3 = Vector3.zero;

@System.NonSerialized
var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}

var movement : CharacterMotorMovement = CharacterMotorMovement();

enum MovementTransferOnJump {
None, // The jump is not affected by velocity of floor at all.
InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}

// We will contain all the jumping related variables in one helper class for clarity.
class CharacterMotorJumping {
// Can the character jump?
var enabled : boolean = true;

// How high do we jump when pressing jump and letting go immediately
var baseHeight : float = 1.0;

// We add extraHeight units (meters) on top when holding the button down longer while jumping
var extraHeight : float = 4.1;

// How much does the character jump out perpendicular to the surface on walkable surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
var perpAmount : float = 0.0;

// How much does the character jump out perpendicular to the surface on too steep surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
var steepPerpAmount : float = 0.5;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// Are we jumping? (Initiated with jump button and not grounded yet)
// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
@System.NonSerialized
var jumping : boolean = false;

@System.NonSerialized
var holdingJumpButton : boolean = false;

// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
@System.NonSerialized
var lastStartTime : float = 0.0;

@System.NonSerialized
var lastButtonDownTime : float = -100;

@System.NonSerialized
var jumpDir : Vector3 = Vector3.up;

//Bunny Hop Mode

//	var BunnyHop : boolean = false;
}

var jumping : CharacterMotorJumping = CharacterMotorJumping();

class CharacterMotorMovingPlatform {
var enabled : boolean = true;

var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;

@System.NonSerialized
var hitPlatform : Transform;

@System.NonSerialized
var activePlatform : Transform;

@System.NonSerialized
var activeLocalPoint : Vector3;

@System.NonSerialized
var activeGlobalPoint : Vector3;

@System.NonSerialized
var activeLocalRotation : Quaternion;

@System.NonSerialized
var activeGlobalRotation : Quaternion;

@System.NonSerialized
var lastMatrix : Matrix4x4;

@System.NonSerialized
var platformVelocity : Vector3;

@System.NonSerialized
var newPlatform : boolean;
}

var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();

class CharacterMotorSliding {
// Does the character slide on too steep surfaces?
var enabled : boolean = true;

// How fast does the character slide on steep surfaces?
var slidingSpeed : float = 15;

// How much can the player control the sliding direction?
// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
var sidewaysControl : float = 1.0;

// How much can the player influence the sliding speed?
// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
var speedControl : float = 0.4;
}

var sliding : CharacterMotorSliding = CharacterMotorSliding();

@System.NonSerialized
var grounded : boolean = true;

@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;

private var lastGroundNormal : Vector3 = Vector3.zero;

private var tr : Transform;

private var controller : CharacterController;

function Awake () {
controller = GetComponent (CharacterController);
tr = transform;
}

private function UpdateFunction () {
// We copy the actual velocity into a temporary variable that we can manipulate.
var velocity : Vector3 = movement.velocity;

// Update velocity based on input
velocity = ApplyInputVelocityChange(velocity);

// Apply gravity and jumping force
velocity = ApplyGravityAndJumping (velocity);

// Moving platform support
var moveDistance : Vector3 = Vector3.zero;
if (MoveWithPlatform()) {
var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
if (moveDistance != Vector3.zero)
controller.Move(moveDistance);

// Support moving platform rotation as well:
var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);

var yRotation = rotationDiff.eulerAngles.y;
if (yRotation != 0) {
// Prevent rotation of the local up vector
tr.Rotate(0, yRotation, 0);
}
}

// Save lastPosition for velocity calculation.
var lastPosition : Vector3 = tr.position;

// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
var currentMovementOffset : Vector3 = velocity * Time.deltaTime;

// Find out how much we need to push towards the ground to avoid loosing grouning
// when walking down a step or over a sharp change in slope.
var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
if (grounded)
currentMovementOffset -= pushDownOffset * Vector3.up;

// Reset variables that will be set by collision function
movingPlatform.hitPlatform = null;
groundNormal = Vector3.zero;

// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);

movement.lastHitPoint = movement.hitPoint;
lastGroundNormal = groundNormal;

if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
if (movingPlatform.hitPlatform != null) {
movingPlatform.activePlatform = movingPlatform.hitPlatform;
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
movingPlatform.newPlatform = true;
}
}

// Calculate the velocity based on the current and previous position.
// This means our velocity will only be the amount the character actually moved as a result of collisions.
var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);

// The CharacterController can be moved in unwanted directions when colliding with things.
// We want to prevent this from influencing the recorded velocity.
if (oldHVelocity == Vector3.zero) {
movement.velocity = new Vector3(0, movement.velocity.y, 0);
}
else {
var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
}

if (movement.velocity.y < velocity.y - 0.001) {
if (movement.velocity.y < 0) {
// Something is forcing the CharacterController down faster than it should.
// Ignore this
movement.velocity.y = velocity.y;
}
else {
// The upwards movement of the CharacterController has been blocked.
// This is treated like a ceiling collision - stop further jumping here.
jumping.holdingJumpButton = false;
}
}

// We were grounded but just loosed grounding
if (grounded && !IsGroundedTest()) {
grounded = false;

// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
movement.frameVelocity = movingPlatform.platformVelocity;
movement.velocity += movingPlatform.platformVelocity;
}

// We pushed the character down to ensure it would stay on the ground if there was any.
// But there wasn't so now we cancel the downwards offset to make the fall smoother.
tr.position += pushDownOffset * Vector3.up;
}
// We were not grounded but just landed on something
else if (!grounded && IsGroundedTest()) {
grounded = true;
jumping.jumping = false;
SubtractNewPlatformVelocity();

}

// Moving platforms support
if (MoveWithPlatform()) {
// Use the center of the lower half sphere of the capsule as reference point.
// This works best when the character is standing on moving tilting platforms.
movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);

// Support moving platform rotation as well:
movingPlatform.activeGlobalRotation = tr.rotation;
movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
}
}

function FixedUpdate () {
if (movingPlatform.enabled) {
if (movingPlatform.activePlatform != null) {
if (!movingPlatform.newPlatform) {
var lastVelocity : Vector3 = movingPlatform.platformVelocity;

movingPlatform.platformVelocity = (
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
) / Time.deltaTime;
}
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
movingPlatform.newPlatform = false;
}
else {
movingPlatform.platformVelocity = Vector3.zero;
}
}

if (useFixedUpdate)
UpdateFunction();
}

function Update () {
if (!useFixedUpdate)
UpdateFunction();
}

private function ApplyInputVelocityChange (velocity : Vector3) {
if (!canControl)
inputMoveDirection = Vector3.zero;

// Find desired velocity
var desiredVelocity : Vector3;
if (grounded && TooSteep()) {
// The direction we're sliding in
desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
// Find the input movement direction projected onto the sliding direction
var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
// Add the sliding direction, the spped control, and the sideways control vectors
desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
// Multiply with the sliding speed
desiredVelocity *= sliding.slidingSpeed;
}
else
desiredVelocity = GetDesiredHorizontalVelocity();

if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
desiredVelocity += movement.frameVelocity;
desiredVelocity.y = 0;
}

if (grounded)
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
else
velocity.y = 0;

// Enforce max velocity change
var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
}
// If we're in the air and don't have control, don't apply any velocity change at all.
// If we're on the ground and don't have control we do apply it - it will correspond to friction.
if (grounded || canControl)
velocity += velocityChangeVector;

if (grounded) {
// When going uphill, the CharacterController will automatically move up by the needed amount.
// Not moving it upwards manually prevent risk of lifting off from the ground.
// When going downhill, DO move down manually, as gravity is not enough on steep hills.
velocity.y = Mathf.Min(velocity.y, 0);
}

return velocity;
}

private function ApplyGravityAndJumping (velocity : Vector3) {

if (!inputJump || !canControl) {
jumping.holdingJumpButton = false;
jumping.lastButtonDownTime = -100;
}

if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
jumping.lastButtonDownTime = Time.time;

if (grounded)
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
else {
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;

// When jumping up we don't apply gravity for some time when the user is holding the jump button.
// This gives more control over jump height by pressing the button longer.
if (jumping.jumping && jumping.holdingJumpButton) {
// Calculate the duration that the extra jump force should have effect.
// If we're still less than that duration after the jumping time, apply the force.
if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
}
}

// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
}

if (grounded) {
// Jump only if the jump button was pressed down in the last 0.2 seconds.
// We use this check instead of checking if it's pressed down right now
// because players will often try to jump in the exact moment when hitting the ground after a jump
// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
// it's confusing and it feels like the game is buggy.
if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
grounded = false;
jumping.jumping = true;
jumping.lastStartTime = Time.time;
jumping.lastButtonDownTime = -100;
jumping.holdingJumpButton = true;

// Calculate the jumping direction
if (TooSteep())
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
else
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);

// Apply the jumping force to the velocity. Cancel any vertical velocity first.
velocity.y = 0;
velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);

// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
movement.frameVelocity = movingPlatform.platformVelocity;
velocity += movingPlatform.platformVelocity;
}

}
else {
jumping.holdingJumpButton = false;
}
}

return velocity;
}

function OnControllerColliderHit (hit : ControllerColliderHit) {
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
groundNormal = hit.normal;
else
groundNormal = lastGroundNormal;

movingPlatform.hitPlatform = hit.collider.transform;
movement.hitPoint = hit.point;
movement.frameVelocity = Vector3.zero;
}
}

private function SubtractNewPlatformVelocity () {
// When landing, subtract the velocity of the new ground from the character's velocity
// since movement in ground is relative to the movement of the ground.
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
// If we landed on a new platform, we have to wait for two FixedUpdates
// before we know the velocity of the platform under the character
if (movingPlatform.newPlatform) {
var platform : Transform = movingPlatform.activePlatform;
yield WaitForFixedUpdate();
yield WaitForFixedUpdate();
if (grounded && platform == movingPlatform.activePlatform)
yield 1;
}
movement.velocity -= movingPlatform.platformVelocity;
}
}

private function MoveWithPlatform () : boolean {
return (
movingPlatform.enabled
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
&& movingPlatform.activePlatform != null
);
}

private function GetDesiredHorizontalVelocity () {
// Find desired velocity
var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
if (grounded) {
// Modify max speed on slopes based on slope speed multiplier curve
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
}
return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}

private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}

private function IsGroundedTest () {
return (groundNormal.y > 0.01);
}

function GetMaxAcceleration (grounded : boolean) : float {
// Maximum acceleration on ground and in air
if (grounded)
return movement.maxGroundAcceleration;
else
return movement.maxAirAcceleration;
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}

function IsJumping () {
return jumping.jumping;
}

function IsSliding () {
return (grounded && sliding.enabled && TooSteep());
}

function IsTouchingCeiling () {
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}

function IsGrounded () {
return grounded;
}

function TooSteep () {
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}

function GetDirection () {
return inputMoveDirection;
}

function SetControllable (controllable : boolean) {
canControl = controllable;
}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
if (desiredMovementDirection == Vector3.zero)
return 0;
else {
var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
return length;
}
}

function SetVelocity (velocity : Vector3) {
grounded = false;
movement.velocity = velocity;
movement.frameVelocity = Vector3.zero;
SendMessage("OnExternalVelocity");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)