Double jump with pointer down

Hello, I am working on a 2d game to learn unity and I am trying to program a double jump of my character, I am using pointerdown and pointerup in my code with a boolean variable to detect if they are pressed.The code I am using is the following:

if (btnJump){//bool
if( wingsActivated){//bool
if(IsGrounded()){
remainingJumps= maximumJumps;
}

if( remainingJumps> 0 ){//If I add the code Input.getKeyDown(keycode.space) with && the double jump works. but my game is for movil, I only have the btnJump.
animator.SetBool(“IsJumping”, true);
remainingJumps -= 1;
rb.velocity = new Vector2(rb.velocity.x, 0f);
rb.AddForce(Vector2.up * velocidadDeSalto, ForceMode2D.Impulse);
}

}else{
if(IsGrounded()){
rb.velocity = new Vector2(rb.velocity.x, velocidadDeMovimiento);
}
}
}

I know the problem is that the pointerdown is continuous and by pressing it the work is done but it is so fast that the result is not as expected. Also the update method is very fast and my remainingjumps are done immediately.
Is there a way to get the pointerdown to only run once and not continuously?
What can I replace the Input.getKeyDown(KeyCode.space) code with so that the double jump works?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

If you want a reference, I made a double jumper here, with coyote jump and jump prebuffering too.

If you want to debug any code, including your code, try this process:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

Thanks for the help I checked the code and I see that you use Input.GetKeyDown( KeyCode.Space) to jump, if I use it my double jump works too, but my buttons are touch and use pointerdown and pointerup, still thanks for the help and Sorry for not putting the code correctly, I didn’t know how.

Possible key combinations:

  • GetKey - return true (all time) untill you hold it (for example to keep move right);
  • GetKeyDown - return true once when you press it (for example to use ability);
  • GetKeyUp - return true once when you release it (I dont have example for this from any game);

How can you use these combinations:

// hold down arrow and jump when you press up arrow
if(Input.GetKey(KeyCode.DownArrow) && Input.GetKeyDown(KeyCode.UpArrow) {
    // double jump
    }