My characters just flyies when I start the game

Hello I’m new on unity and I’m following a guy’s tutorials to make a 2D platformer and he’s been usefull so far, however I just made the code for the Jump input the same way he did yet while for him it worked fine, for me the character just flyies the moment I start the game. I tried changing a few values, I kept comparing my code to his and I’m sure I made EXACLY the same. I even rewrote some parts but it’s still happening. Anybody could help me understand this issue? Also sorry for my bad english

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

public class Player : MonoBehaviour
{

public float Speed;
public float JumpForce;

private Rigidbody2D rig;

// Start is called before the first frame update
void Start()
{
rig = GetComponent<Rigidbody2D>();
}

// Update is called once per frame
void Update()
{
Movement();
Jump();
}

void Movement()
{
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
transform.position += movement * Time.deltaTime * Speed;
} 

void Jump()
{
if(Input.GetButtonDown("Jump"))
{
rig.AddForce(new Vector2(0f, JumpForce), ForceMode2D.Impulse);
}
}
}

I tested this script and it works fine so far (although I can jump in the air because script does not check if player is grounded)

Maybe the problem lies in components used in scene? Make sure the player gameobject with this script attached contain also a RigidBody2D and a 2D collider of some sort.

Also put some blocks with 2D colliders under the player character so it can’t pass through them.
Make sure to set right inspector values (player rigidbody should be set to dynamic to receive force, etc.)

If you still have problems could you post some screenshots of your scene setup with player gameobject selected and so on?

Make sure you have colliders on the player, etc. Print out the value of that JumpForce number when you use it, try make it smaller, etc.

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

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

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 put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

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.

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: