Jumping with forces

Hey there gents! I had a really quick simple question about jumping via forces. I was prototyping a simple runner type game and ran into some issues adding jumping. Here is what I am working with

void Update () {
		Vector3 myPos = transform.position;
		myPos.z = zLock;
		transform.position = myPos;
		//if (Input.GetKeyUp(KeyCode.Space)) rigidbody.AddForce(Vector3.right * forceMulti);
		rigidbody.AddForce(Vector3.right * forceMulti);
		if (Input.GetKeyDown(KeyCode.Space)) {
			rigidbody.AddForce(Vector3.up * jumpMulti);
			Debug.Log("I'M JUMPING OMG!!");
		}
	}

I get the debug print for the jump but the Y position of the character is basically totally constant. Thanks for the help!

use Rigidbody.velocity instead you will get your desired result also you will need to have a function that detects if your character is touching the ground otherwise this will be a flying script :smile:

WEEEEEEEEEE FLYING!!! I’ll probably end up creating a state system for grounding and etc. I just wanted to kinda get a basic model of a object flying forward first. Thanks!

I figured I would just come back in and say that the issues was with the forcetype I was trying to apply. Using the default force was not sufficient to accelerate the object. One I change the force type to impulse I had jumping!