Non-physics jump simulation

I made an isometric 3D tile-based game in which your character will move based on grids.
This type of game doesn’t use wasd or arrows keys for means of movement, instead,players will click buttons; up,down,left,right and click ok to execute those movements.

I’m currently using transform.position in moving my character on a default y = 0 axis, meaning it’s moving on the ground and it works absolutely fine.

The problem now is how can i be able to simulate jumping physics on my character if it’s currently on the ground be able to jump almost realistically on a platform with the height of 2 (y = 2)?

@twnstr_

My suggestion: Do this with animations.

In fact, this would be a good way to have your non-jumping animations look pretty good, too.

Put your character inside of an empty parent object, create an idle animation and one for each movement type you want (I think you can created one flat movement animation, one upward-jumping animation, and one downward-jumping animation for all 4/8 directions, just rotate the parent object at the beginning of the animation).

Create the animation so the character moves from point A to B along the X/Y/Z axes, overshooting the Y axis a little with an arc to simulate jumping.

Then, on the last frame of the animation, call something like this:

UpdateParenPositiont() {

		this.transform.parent.position = new Vector3(Mathf.Round(anim.rootPosition.x),Mathf.Round(anim.rootPosition.y),Mathf.Round(anim.rootPosition.z));

}