Hello all,
Ok here is the problem in JS i can type:
rigidbody.velocity.y = 5;
and nothing is wrong. When i try that in C# unity doesn’t let me.
I shoul probably write my intention as well. i want to apply gravity. this is the code i use in JS and works perfect
function Update ()
{
thisRigidbody.velocity.y -= gravity * Time.deltaTime;
}
Is there no simple way to do that?
edit : btw i forgot to add i see a lot of answers that suggests to chance the code to rigidbody.velocity = new Vector3( rigidbody.velocity.x, gravity * Time.deltatime );
but that trick or way just won’t do cause character stops when i try simillar stuff
The second way is the correct way to do it in c#… however, you can also do this if you prefer
Vector3 rbVelocity;
void Update()
{
rbVelocity = rigidbody.velocity;
rbVelocity.y = gravity * Time.deltaTime;
rigidbody.velocity = rbVelocity;
}
In your first one, you’re subtracting gravity. In the second one, you’re setting it to gravity. The correct alternative would be:
rigidbody.velocity = new Vector3( rigidbody.velocity.x, rigidbody.velocity.y - gravity * Time.deltatime );
You can try:
Vector3 vel = rigidbody.velocity;
vel.x = 5;
rigidbody.velocity = vel;
or
rigidbody.velocity += new Vector3(0, -gravity * Time.deltatime, 0);
In you last example you miss the velocity .y and .z components.
(I am not sure if your gravity is a positive or negative value) 
SOLVED IT. here is the result

i did the subtraction and added with the velocity.x evey frame so it applied it little by little and had to make a if statement to stop it. thank you guys
void MoveRight()
{
rbd.velocity = new Vector2( speed * 1, 0f);
}
void MoveLeft()
{
rbd.velocity = new Vector2( speed * -1, 0f);
}
void Jump()
{
rbd.velocity = new Vector2( rbd.velocity.x , jumpSpeed);
playerState = PlayerState.moving;
}
void FixedUpdate()
{
if ( !isGrounded ) //this becomes false when i stop touching floor at OnCollisionExit2D()
{
force.y -= gravity * Time.deltaTime;
rbd.velocity = new Vector2( rbd.velocity.x, force.y );
}
}
That character jumps with the happiness of a coder who has just figured out how to make his character jump. 