• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by devvbot · Mar 07, 2016 at 12:47 PM · c#unity 5networkingjumpingground detection

Check Ground Detection not working.

Hi folks, I'm very new to C# and coding in general and im having some trouble with ground checks for my 2D platformer.

I got 'onJump' to work but cannot seem to enable the system to detect when I am on the ground. I have attached an empty object to my player and moved it to the correct possition, In my code I have added

void OnCollisionEnter2D(Collision2D col) //2D REQUIRED AT END OF (COLLISION2D COL) { if (col.gameObject.tag == "ground") //GROUND TAG EXACTLY LIKE TAG IN UNITY { isJumping = false; }

ensure the layers are name correctly but still no detection. Please excuse my code if it is a little hectic I am just getting used to structures and naming conventions. I have added my code below;

 using UnityEngine;
 using System.Collections;
 public class Player : MonoBehaviour
 {
     //MOVEMENT CONTROL AND SPEEDS
     public float speed = 4f;  //SPEED FLOAT FOR PLAYER 
     public float jumpHeight;
     public bool isJumping = false;
     public bool grounded = true;
     bool interact = false;
     float jumpTime, JumpDelay = .5f;
     
     //RAYCASTING 
     RaycastHit2D playerHit;
     RaycastHit2D interacted;
     public Transform lineStart, lineEnd;
 
    //ANNIMATOR 
     Animator anim;

     void Raycasting()
     {
         //PLAYER INTERACTING WITH ENEMY
         Debug.DrawLine(lineStart.position, lineEnd.position, Color.green);
         if (Physics2D.Linecast(lineStart.position, lineEnd.position, 1 << LayerMask.NameToLayer("Enemy")))
         {
             //STORE ENEMY HIT INTO PLAYER HIT VARIABLE -- JUST SPECIFIC ENEMY NOT ALL
             playerHit = Physics2D.Linecast(lineStart.position, lineEnd.position, 1 << LayerMask.NameToLayer("Enemy"));
             interact = true;
         }
         else
         {
             interact = false;
         }
         if(Input.GetKeyDown(KeyCode.E) && interact == true)
         {
             Destroy(playerHit.collider.gameObject); //DESTROY ENEMY COLLIDER ONLY!
         }
     }
 
    void Start()
     {
         anim = GetComponent<Animator>();
     }
 
     void Update()
     {
         Movement(); //CALL MOVEMENT 
         Raycasting();
     }
 
     void Movement()
     {
      anim.SetFloat("speed", Mathf.Abs(Input.GetAxis("Horizontal")));
 
         if (Input.GetAxisRaw("Horizontal") > 0)
         {
             transform.Translate(Vector2.right * speed * Time.deltaTime);
             transform.eulerAngles = new Vector2(0, 0);
         }
         if (Input.GetAxisRaw("Horizontal") < 0)
         {
             transform.Translate(Vector2.right * speed * Time.deltaTime);
             transform.eulerAngles = new Vector2(0, 180);  //EULERANGLE CHANGES PLAYER X OR Y ANGLE
         }
         if (Input.GetKeyDown(KeyCode.Space))
         {
             if (isJumping == false)  //!isjumping CAN ALSO BE USED INSTEAD OF == FALSE
             {
                 GetComponent<Rigidbody2D>().AddForce(Vector2.up * jumpHeight);
                 isJumping = true;
             }
         }
      }
 
     void OnCollisionEnter2D(Collision2D col)  //2D REQUIRED AT END OF (COLLISION2D COL) 
     {
         if (col.gameObject.tag == "ground")  //GROUND TAG EXACTLY LIKE TAG IN UNITY
         {
             isJumping = false;
         }
     }
   }
 

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

158 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can't jump when moving backwards and to the right or left (C#) 1 Answer

Issues Getting my GameObject to both Move Forward and Jump properly. 0 Answers

Networking With Colors Unity 5 2 Answers

[UNET] Can't spawn players with code 1 Answer

how to connect WEBRTC in unity ? 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges