hey yall
i need a simple script where you press the space bar to jump.
Thats all!
- Colin
hey yall
i need a simple script where you press the space bar to jump.
Thats all!
if(Input.GetKeyDown("Space"))
{
rigidBody.AddForce(0, forceToBeApplied, 0);
}
:o
Update() code:
if (Input.GetKeyDown(KeyCode.Space) isJumping == false isFalling == false)
{
isJumping = true;
viewScript.lockY = true;
Jump();
}
if (isJumping == true isFalling == false)
{
Jump();
}
if (isFalling == true isJumping == false)
{
Fall();
}
functions
public void Jump()
{
if (currJump < allowedJump)
{
float temp = 0.0f;
temp = Mathf.Sin(Time.deltaTime) * jumpSpeed;
currJump += temp;
controller.Move(Vector3.up * temp * Time.deltaTime * jumpSpeed);
}
else
{
isJumping = false;
isFalling = true;
}
}
public void Fall()
{
if (isGrounded == false)
{
float temp = 0.0f;
temp = Mathf.Sin(Time.deltaTime) * jumpSpeed;
currJump -= temp;
controller.Move(Vector3.up * temp * Time.deltaTime * jumpSpeed * -1);
}
else
{
isFalling = false;
viewScript.lockY = false;
currJump = 0;
}
}
ty
can you give the variables for this
i cant wtf
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
public float speed;
public float jumpforce;
private float moveinput;
private bool isgrounded;
public Transform groundcheck;
public float checkradius;
public LayerMask whatisground;
private int extrajumps;
public int extrajumpsvalue;
private Rigidbody2D rb;
void Start()
{
extrajumps = extrajumpsvalue;
rb = GetComponent();
}
void FixedUpdate()
{
isgrounded = Physics2D.OverlapCircle(groundcheck.position, checkradius, whatisground);
moveinput = Input.GetAxisRaw(“Horizontal”);
rb.velocity = new Vector2(moveinput * speed, rb.velocity.y);
}
void Update()
{
if(isgrounded == true)
{
extrajumps = extrajumpsvalue;
}
if(Input.GetKeyDown(KeyCode.UpArrow) && extrajumps > 0)
{
rb.velocity = Vector2.up * jumpforce;
extrajumps–;
}else if(Input.GetKeyDown(KeyCode.UpArrow) && extrajumps == 0 && isgrounded == true)
{
rb.velocity = Vector2.up * jumpforce;
}
}
}
what is a groundcheck
Groundcheck would be the ground that you are jumping from. Eg. If using a terrain, use that transfom as the position, it will be checking the Y (up) position.
It doesent work
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