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Question by amrikudou · Feb 16, 2016 at 12:11 PM · scripting problemmovement2d-physics

2D Player Controller Problem, cant jump while on the move

Okay, so I want to create a script that makes my character goes to left/right in constant speed. I achieved this, but sometimes the input isn't read. And I can't have my character to jump while on the move(it can if it's standing still). I'm using 2D sprite with box collider and rigidbody2d.

 using UnityEngine;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour {
     public float speed = 200f;
     public float jumpHeight = 200f;
 
     Rigidbody2D rb;
     Animator anim;
     bool isMoving;
 
     // Use this for initialization
     void Start () {
         rb = GetComponent<Rigidbody2D>();
     }
     
     // Update is called once per frame
 
 
     void FixedUpdate(){
         rb.velocity = rb.velocity.normalized * speed;
         if(Input.GetKeyDown(KeyCode.A)) {
             transform.localRotation = Quaternion.Euler(0,180,0);
             rb.velocity = new Vector2( -speed * Time.deltaTime, 0 );
         }
 
         if(Input.GetKeyDown(KeyCode.D)){
             transform.localRotation = Quaternion.Euler(0,0,0);
             rb.velocity = new Vector2( speed * Time.deltaTime, 0 );
         }
 
         if(Input.GetKeyDown(KeyCode.W)){
             rb.AddForce(new Vector2(0, jumpHeight));
         }
     }
 
 }
 
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Answer by Salmjak · Feb 16, 2016 at 12:14 PM

You always set the Velocity.y component to 0 when you go left/right. That's why it will always be 0 as long as you press A/D, addforce won't change that (maybe a bit, but it's still the source of your problem). Change your velocity vector to something like:

 if(Input.GetKeyDown(KeyCode.A)) {
                  transform.localRotation = Quaternion.Euler(0,180,0);
                  rb.velocity = new Vector2( -speed * Time.deltaTime, rb.velocity.y ); //don't change the y-component of the original velocity.
              }

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avatar image amrikudou · Feb 18, 2016 at 10:41 AM 0
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Ah, I see. Okay thanks, I'll try this later.

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