Double jump force problem? or something..

So my problem is that I added double jump to my game. When I press jump twice quickly character does a huge jump. But when I wait a second between second jump it’s not as high as quickly spamming. And when I do second jump when I’m falling the jump is just pathetic little jump… So can I make all the jumps equally powerful some how? Gotta modify gravity and jump force or something?
Oh and I’m a complete noob still… Not very familiar with coding…

I do this by checking if rigidbody.velocity.y is < 0 when hit jump - if it is, the player is falling and I apply twice the jump force (to counteract gravity, momentum). It’s not exactly perfect but it works better than doing nothing, for sure. If it mattered more right now I’d work out a way to use velocity.y to scale it more accurately… that’s how it could be done (a lightweight approach you could try if the above isn’t quite good enough). You could also just set .velocity to your desired value so every jump exactly the same, but not using force means it’ll be weird if there’s something to collide with above your head plus is complicated further because you do want the player to keep moving based on other forces meanwhile - so yeah. Adjusting force based on current velocity.y is simplest I can think of.

If you’re jumping via Rigidbody/2D AddForce, try adding ForceMode.Impulse to the method:

void Jump() {
   body.AddForce(/*etc*/, ForceMode.Impulse);
}

ForceMode.Impulse will add an instant-force in a direction, rather than accelerate the Rigidbody/2D like usual.