Have my player's second jump not affected by the current force of the player

I’m using the following code for making my character jump. rigidbody2D.AddForce(new Vector2(0f, jumpForce));
However, if my player is falling down than the player goes almost nowhere on his second jump.

How can I fix this?

Try this: rigidbody2D.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);

It says ForceMode2D does not exist in the current context.

Okay, I got an idea. I can get the velocity using rigidbody2D.velocity then subtract that value from my jump force. However, I don’t know how to use rigidbody2D.velocity for those operations.

Can you post the whole script? “ForceMode2D does not exist in the current context.” doesn’t make sense as an error in this situation unless you’ve deleted the “using UnityEngine;” at the top of your script.

using UnityEngine;

namespace UnitySampleAssets._2D
{

    public class PlatformerCharacter2D : MonoBehaviour
    {
        private bool facingRight = true; // For determining which way the player is currently facing.

        [SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis.
        [SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps. 

        [Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
                                                     // Amount of maxSpeed applied to crouching movement. 1 = 100%
        private bool dj = false;

        [SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping;
        [SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character

        public float jumpForce2 = 400f;

        public Transform part;
                public Transform p;

        private Transform groundCheck; // A position marking where to check if the player is grounded.
        private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
        private bool grounded = false; // Whether or not the player is grounded.
        private Transform ceilingCheck; // A position marking where to check for ceilings
        private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
        private Animator anim; // Reference to the player's animator component.

        Transform playerGraphics;

        private void Awake()
        {
            // Setting up references.
            groundCheck = transform.Find("GroundCheck");
            ceilingCheck = transform.Find("CeilingCheck");
            anim = GetComponent<Animator>();
            playerGraphics = transform.FindChild ("Graphics");
            if (playerGraphics == null) {
                Debug.LogError("Let's freak out, there is no graphics objects as a child of the player");
                        }
        }


        private void FixedUpdate()
        {
            // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
            grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
            anim.SetBool("Ground", grounded);

            // Set the vertical animation
            anim.SetFloat("vSpeed", 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 && anim.GetBool("Crouch"))
            {
                // If the character has a ceiling preventing them from standing up, keep them crouching
                if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
                    crouch = true;
            }

            // Set whether or not the character is crouching in the animator
            anim.SetBool("Crouch", crouch);

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

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

                // Move the character
                rigidbody2D.velocity = new Vector2(move*maxSpeed, rigidbody2D.velocity.y);

                // If the input is moving the player right and the player is facing left...
                if (move > 0 && !facingRight)
                    // ... flip the player.
                    Flip();
                    // Otherwise if the input is moving the player left and the player is facing right...
                else if (move < 0 && facingRight)
                    // ... flip the player.
                    Flip();
            }
         
            /*
            // If the player should jump...
            if (grounded && jump && anim.GetBool("Ground"))
            {
                // Add a vertical force to the player.
                grounded = false;
                anim.SetBool("Ground", false);
                rigidbody2D.AddForce(new Vector2(0f, jumpForce));
                Debug.LogWarning("a");
            }

*/

            if (jump) {
                if (grounded == false && dj == false) {
                    grounded = false;
                    anim.SetBool("Ground", false);
                    rigidbody2D.AddForce(new Vector2(0f, jumpForce2), ForceMode2D.Impulse);
                    //rigidbody2D.AddForce(new Vector3(0f, rigidbody2D.velocity));
                    Debug.Log(rigidbody2D.velocity);

                    dj = true;
                    GameObject clonea = Instantiate (part, p.position, p.rotation) as GameObject;
                    clonea = GameObject.FindGameObjectWithTag ("RSPA");
                    Destroy (clonea, .3f);
                }


                if (grounded == true) {
                    dj = false;
                    grounded = false;
                anim.SetBool("Ground", false);
                rigidbody2D.AddForce(new Vector2(0f, jumpForce));
                }
                        }

     

        }


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

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

It’s at line 113.
Also another error is
error CS1501: No overload for method AddForce' takes 2’ arguments

That’s a very perplexing error. Here’s the documentation – Unity - Scripting API: Rigidbody2D.AddForce – and I just tested it in my own project.

Not sure what to tell you.

Oh, okay. I’m not using the latest version of Unity, I’m using 4.3.7p3. I’ll try to find another way to do this. Thanks for trying to help me!