How to prevent the player to jump while crouching?

Hey, prob this is a common question, but im new to c# and this is driving me nuts, recently watched some videos of Brackeys and everything went smooth till i said what happens if the player tries to jump while crouching under something will it bug? and yes it did.

I did some research and couldn’t find/understand any of the given answers to this exact question, so long story short, the player can crouch while holding the button to crouch and if he tries to jump nothing will happen everything good but, when the player releases the button while crouching it will stay crouched while going through zones where you need to stay crouched but if i press jump it will bug.

So i would like ANY help with this and thanks in advance.:slight_smile:

Heres the coding for player movement:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{

    public CharacterController2D controller;
    public Animator animator;
    public float runSpeed = 40f;

    float horizontalMove = 0f;
    bool jump = false;
    bool crouch = false;
 
    // Update is called once per frame
    void Update()
    {
        horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;

        animator.SetFloat("Speed", Mathf.Abs(horizontalMove));

        if (Input.GetButtonDown("Jump") && !crouch)
            {
            jump = true;
            animator.SetBool("isJumping", true);
        }
        if (Input.GetButtonDown("Crouch"))

        {
            crouch = true;
        }

        else if (Input.GetButtonUp("Crouch"))
        {
            crouch = false;
  
    
        }


    }

    public void OnLanding ()
    {
        animator.SetBool("isJumping", false);
 
    }

    public void OnCrouching(bool isCrouching)
    {
    
        animator.SetBool("isCrouching", isCrouching);
 
 
    }



    private void FixedUpdate()
    {
        //move our char
        controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
        jump = false;
    
    }

}

And here is the code for Character Controller 2D:

using UnityEngine;
using UnityEngine.Events;

public class CharacterController2D : MonoBehaviour
{
    [SerializeField] private float m_JumpForce = 400f;                            // Amount of force added when the player jumps.
    [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;            // Amount of maxSpeed applied to crouching movement. 1 = 100%
    [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;    // How much to smooth out the movement
    [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
    [SerializeField] private Transform m_GroundCheck;                            // A position marking where to check if the player is grounded.
    [SerializeField] private Transform m_CeilingCheck;                            // A position marking where to check for ceilings
    [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching

    const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
    private bool m_Grounded;            // Whether or not the player is grounded.
    const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
    private Rigidbody2D m_Rigidbody2D;
    private bool m_FacingRight = true;  // For determining which way the player is currently facing.
    private Vector3 m_Velocity = Vector3.zero;

    [Header("Events")]
    [Space]

    public UnityEvent OnLandEvent;

    [System.Serializable]
    public class BoolEvent : UnityEvent<bool> { }

    public BoolEvent OnCrouchEvent;
    private bool m_wasCrouching = false;

    private void Awake()
    {
        m_Rigidbody2D = GetComponent<Rigidbody2D>();

        if (OnLandEvent == null)
            OnLandEvent = new UnityEvent();

        if (OnCrouchEvent == null)
            OnCrouchEvent = new BoolEvent();
    }

    private void FixedUpdate()
    {
        bool wasGrounded = m_Grounded;
        m_Grounded = false;

        // 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[i].gameObject != gameObject)
            {
                m_Grounded = true;
                if (!wasGrounded)
                    OnLandEvent.Invoke();
            }
        }
    }


    public void Move(float move, bool crouch, bool jump)
    {
        // If crouching, check to see if the character can stand up
        if (!crouch)
        {
            // If the character has a ceiling preventing them from standing up, keep them crouching
            if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
            {
                crouch = true;
            }
        }

        //only control the player if grounded or airControl is turned on
        if (m_Grounded || m_AirControl)
        {

            // If crouching
            if (crouch)
            {
                if (!m_wasCrouching)
                {
                    m_wasCrouching = true;
                    OnCrouchEvent.Invoke(true);
                }

                // Reduce the speed by the crouchSpeed multiplier
                move *= m_CrouchSpeed;

                // Disable one of the colliders when crouching
                if (m_CrouchDisableCollider != null)
                    m_CrouchDisableCollider.enabled = false;
            } else
            {
                // Enable the collider when not crouching
                if (m_CrouchDisableCollider != null)
                    m_CrouchDisableCollider.enabled = true;

                if (m_wasCrouching)
                {
                    m_wasCrouching = false;
                    OnCrouchEvent.Invoke(false);
                }
            }

            // Move the character by finding the target velocity
            Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
            // And then smoothing it out and applying it to the character
            m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

            // 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 && jump)
        {
            // Add a vertical force to the player.
            m_Grounded = true;
            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;
    }
}

Just use the bools, when you call if(crouch) just set jump to false