Trying to get accelerated jump speed.

Hi, I am trying to make the player jumps controllable by allowing the player determine how high the player jumps. Basically if the player holds the jump button longer the higher the player goes until it reaches the max speed.

This is my Code:

void Update () {

checkMovement();
HandleActionInput();
processMovement();
}

void HandleActionInput(){
	if(Input.GetButtonDown("Jump")){
			jump();
			inAir = true;
		}
}


public void jump(){
	if(canJump==true)
		{
		VerticalVelocity += JumpSpeed;
		}
	if (VerticalVelocity>=maxJump){
		canJump=false;	
		}
	}

The problem is that it wont rise any higher when pressing and holding the jump button. Why does this happen?

Because GetButtonDown() is only true for one single frame after the button is pressed. If you want to hold a button, use GetButton().

Well, you are missing a lot of info for anyone to help you. No deceleration so idk what type you dealing with.

You can use my own code which is in Boo, very easy to transfer to unityscript. Keep in mind “single” means float. It is also assuming 2D physics which ‘w’ and ‘spacebar’ are defined as jump inputs.

import UnityEngine

[AddComponentMenu("Character/TwoDPlatformController")]
[RequireComponent( CharacterController )]

class TwoDPlatformController ( MonoBehaviour ): 
	//public 	test  = TwoDPlatformControllerJumping()  Access another class will also appear in inspector
	public walkSpeed   as single     = 6.0F
	public runSpeed	   as single     = 10.0F
	public jumpSpeed   as single     = 8.0F
	public gravity     as single     = 20.0F
	public doubleJumpEnabled  as bool= true
	public extraJump as int 		 = 1
	public autoRotate  as bool       = true
	public maxRotationSpeed as single = 360
	
	private moveDirection as Vector3 = Vector3.zero
	private curNumJump    as int     = 0
	private curSpeed      as single  = 0.0F
	
	internal jumped       as bool    = false
	
	private jumpingApexReached as bool = false
	
	private controller as CharacterController

	
	def Update():
		PlayerMovement()
		HandleEvents()
		
		
	def PlayerMovement ():
		controller = GetComponent(CharacterController)
		
		// While character is grounded allow to jump and horizontal movement
		// Player is restricted in jump movement.  One way jump if double jump disabled
		if controller.isGrounded:
			curNumJump = 0
			jumped = false
			
			// Assign run speed when pressing left ctrl
			if Input.GetKey(KeyCode.LeftControl):
				curSpeed = runSpeed
				
			// Assign default walk speed
			else:
				curSpeed = walkSpeed
				
			// Apply vector direction, only focusing on X- axis
			moveDirection = Vector3( Input.GetAxis('Horizontal') * curSpeed, 0, 0 )
			
			// If player has jumped
			// Allow player to single jump while in air
			// Check if player has reached jump apex, used for animation states
			if hasSingleJumped():
				SingleJump()
				hasReachedJumpingApex()
		
		// Player is in the air
		// Allow the player the option of extra jumping, already checks if extra jumping is enabled
		// Check if player has reached jump apex, used for animation states
		// TODO: Future implementation, allow user to shoot while in air
		else:
			if hasExtraJumped():
				ExtraJump()
				hasReachedJumpingApex()
			
		
		ApplyGravityForce()

		// Apply new vector direction to the character controller
		controller.Move( moveDirection * Time.deltaTime )
		
	def SingleJump ():
	// Immediately present number of allowed mid air jumps when landed
	// Allow player to jump
		moveDirection.y = jumpSpeed
		jumped = true
			
	def ExtraJump ():
	// Allow player the capability to jump multiple times in mid air
	//  Number of times is based on 'extraJump'
	//  Once limit is reach player must land before jumping again
	// When jumping horizontal movement is unlocked for that jump then it will be locked again
	
		if curNumJump < extraJump:
			moveDirection = Vector3( Input.GetAxis('Horizontal') * walkSpeed, 0, 0 )
			moveDirection.y = jumpSpeed
			curNumJump += 1	
			
	def ApplyGravityForce ():
		moveDirection.y -= ( gravity * Time.deltaTime )
		
	def HandleEvents ():
	// Events taken place are of action types: shooting, special attacks, interactable object, etc
		pass
		
	def hasSingleJumped ():
		return ( Input.GetButtonDown( 'Jump' ) or Input.GetKeyDown( 'w' ) ) 
		
	def hasExtraJumped  ():
		return ( Input.GetButtonDown( 'Jump' ) or Input.GetKeyDown( 'w' )  and doubleJumpEnabled )
		
	def hasReachedJumpingApex ():
		if jumped and controller.velocity.y <= 0.0:
			jumpingApexReached = true
			return jumpingApexReached
		
		else:
			if controller.isGrounded:
				jumpingApexReached = false
				return jumpingApexReached
		
	def getSpeed ():
		return moveDirection.x

You can remove AddComponentMenu part. Change [RequireComponent…] to @script RequireComponent(…)

This uses the CharacterControllr provide by Unity which is a way of control the player without the interruption of physics to provide unique movements.