Irregular/inconsistent Jump height.

Hi everybody,

so i have this problem of inconsistent jump that comes mostly (but not systematically) when there is a double tap (double jump), the game is intented for mobile.

The relevant pieces of code here

public class Player : MonoBehaviour
{

     float timer;
    float moveLimiter = 2f;
    float waitTime = 0.1f;
    float count = 0;
  
    float speed = 7f;

    [SerializeField] private AudioSource jumpSoundEffect;

    Touch touch;



    // Start is called before the first frame update
    void Start()
    {

        rb = GetComponent<Rigidbody2D>();
        jumpNumber = 0;
        isJumping = true;       
        waitTime = 0.1f;
        vertical = 0;
    }

void Update()
    {
        
        bottom = new Rect(0, 0, Screen.width, Screen.height / 4);
        top = new Rect(0, Screen.height / 4, Screen.width, Screen.height / 1.35f);




        if (timer >= waitTime )
 // The timer is needed because i want the jump to be a one-time jump only, and not a continuous movement.

        {
            vertical = 0;
        }
       

        if (!isJumping)
            {
       
             if (Input.touchCount > 0)
             {

                 touch = Input.GetTouch(0);
                 if (top.Contains(touch.position) && !isJumping )
                 {
                     vertical = speed;
                     isJumping = true;

                 }

                 else if (bottom.Contains(touch.position) && !isJumping)
                 {
                     vertical = -speed;
                     isJumping = true;

                 }

             }
        }

        else
            {
                if (timer >= waitTime)     

// The timer is needed because i want the jump to be a one-time jump only, and not a continuous movement.
                {
                    count++;
                    timer -= waitTime + Time.fixedDeltaTime;
                    print($"lapsed {waitTime}");
                    print($"And count is {count}");
                    timer = 0f;
                waitTime = 0.1f;
                    isJumping = false;                  
                   
                }
            }


    void FixedUpdate()
    {
        if (isJumping) { timer += Time.fixedDeltaTime; }
        rb.velocity = new Vector2(0, vertical * playerSpeed);
       
    }

Illustration of the problem in a video : az_recorder_20230813_145322.mp4 - Google Drive

Illustrations of the problem in pictures :

Any idea/hint on how to deal with this problem ?

I tried googling similar problems/responses from this forum, but since the cases i found don’t use a timer it can hardly be extrapolated to my own code.

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

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 names of the GameObjects or Components involved?
  • 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.

Visit Google for how to see console output from builds. 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 for 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.

If your problem is with OnCollision-type functions, print the name of what is passed in!

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!™” - Kurt Dekker (and many others)

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

If you just need a simple 2D controller with coyote time, jump buffering and multijump, here’s mine:

Source and project linked in video comments.

this is redundant, as you already have this check in jumping section.

this is also redundant as the check for “!isJumping” is already called before it.

But the code is only checking off a single Boolean, so there’s no ability to add a double jump. You would need to put this main check as “int currentJumpCount” or something like that. And if the value is “0” then “isJumping” is technically false, and the count could be checked against to only allow that many more jumps(i.e. jumpCountMax = 2)

Hey, thank you.

Yeah there is a lot of redundant code as i was fiddling with it trying to solve the problem.

The problem only happens in mobile, not in the computer version, and even a single jump isn’t always regular.

I will try to implement the solution you proposed and come back, thanks.

As far as clicking, mouse vs touch, they should be just about the same. From APK tests I did when trying to make a game for my phone. The only real difference I think, is mobile runs at 30fps max, so if you don’t have timers or speeds/distances set right, it will have nothing but problems.

But as far as using pure “touch” methods, I can’t speak to it.

But to be brutally honest, code only does what you tell it to.