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Question by kitommy · Sep 11, 2015 at 01:00 PM · c#unity 52d game2d-platformer2d-gameplay

2D game Unity5

i use Unity5

I have an object that I put the scale of it is (0.2,0.2,0.5) and I make my object double jumps. It's work

But when I adjust the size scale is (0.5,0.5,0.5), then it can not double jump. Double Jump not work i Really don't understand . help me this problem

  using UnityEngine;
 using System.Collections;
 
 public class GiantScript : MonoBehaviour
 {
     Animator anim;
     public bool grounded, doubleJump, jumping;
     public Rigidbody2D rid;
     public float jump;
     public GameObject  ground;
     public LayerMask mask;
     // Use this for initialization
     void Start ()
     {
         anim = GetComponent<Animator> ();
     }
     // Update is called once per frame
     void Update ()
     {
 
         grounded = Physics2D.Linecast (transform.position, ground.transform.position, mask);
         if (grounded) {
             jumping = false;
             doubleJump = false;
         }
         if (Input.GetMouseButtonDown (0) && grounded && !doubleJump) {
             jumping = true;
             doubleJump = true;
             rid.velocity = new Vector3 (0, 50 * jump, 0);
         }
         if (Input.GetMouseButtonDown (0) && !grounded && doubleJump) {
             rid.velocity = new Vector3 (0, 60 * jump, 0);
             doubleJump = false;
         }
         anim.SetBool ("GiantRun", grounded);
         anim.SetBool ("GiantJump", jumping);
     }
 
 }
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Answer by Ben-Stoneman · Sep 11, 2015 at 03:41 PM

@kitommy Firstly you should use FixedUpdate() when using physics in update.

I'm not 100% sure if this is the issue but you may want to check if the object is grounded in a different way.

Here is a basic script:

 using UnityEngine;
 using System.Collections;
 
 public class JumpScript : MonoBehaviour
 {
     public float groundDistance;
     Rigidbody rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody>();
     }
     void FixedUpdate()
     {
         if (Input.GetButtonDown("Jump"))
         {
             bool isGrounded = GroundedCheck();
             if (isGrounded)
             {
                 rb.velocity = new Vector3(0, 10, 0);
 
             }
             if (!isGrounded)
             {
                 rb.velocity = new Vector3(0, 2, 0);
             }
         }
     }
     public bool GroundedCheck()
     {
         //Checks the distance from the center of the object to the base of the object.
         groundDistance = this.gameObject.GetComponent<BoxCollider>().bounds.extents.y;
         //Creates a raycast to check if the ground is below this object
         return Physics.Raycast(transform.position, -Vector3.up, groundDistance + 0.1f);
     }
 }

GroundCheck() will check if the object is grounded regardless of the size. This should rule out the issue being with the isGrounded check. If this does not fix the issue then it may be due to the jumping and doubleJump booleans.

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