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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;
         }
     }
   }
 

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