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Question by LoPiL · Aug 17, 2017 at 11:59 AM · 2d2d game2d-platformer

Fix soooo hight jump

In some places in scene i can jump more than limit (jumpSpeed) how fix it? https://puu.sh/xcktN/6ae9cc37d9.mp4

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovment : MonoBehaviour {
 
 
 
    // public float maxJumpSpeed = 3;
     public float maxSpeed = 3;
     public float speed = 50f;
     public float jumpSpeed = 250f;
 
     private Rigidbody2D rb2d;
 
     public bool grounded;
     
 
 
     public Transform groundCheckPoint;
     public float groundCheckRadius;
     public LayerMask groundLayer;
 
     
 
     // Use this for initialization
     void Start () {
         rb2d = gameObject.GetComponent<Rigidbody2D>();
     }
     
     // Update is called once per frame
     void Update () {
         grounded = Physics2D.OverlapCircle(groundCheckPoint.position,groundCheckRadius, groundLayer);
 
         if (Input.GetAxis("Horizontal") < -0.1f)
         {
             transform.localScale = new Vector3(-1, 1, 1);
         }
         
         if (Input.GetAxis("Horizontal") > 0.1f)
         {
             transform.localScale = new Vector3(1, 1, 1);
         }
 
        
 
 
     }
 
     void FixedUpdate () {
         float h = Input.GetAxis ("Horizontal");
         //float w = Input.GetAxis("Vertical");
         rb2d.AddForce(Vector2.right * speed * h);
 
         Vector3 easeVelocity = rb2d.velocity;
         easeVelocity.y = rb2d.velocity.y;
         easeVelocity.z = 0.0f;
         easeVelocity.x = 0.75f;
 
 
         if (grounded)
         {
             easeVelocity = rb2d.velocity;
         }
         if (rb2d.velocity.x > maxSpeed)
         {
             rb2d.velocity = new Vector2(maxSpeed, rb2d.velocity.y);
         }
         if (rb2d.velocity.x < -maxSpeed)
         {
             rb2d.velocity = new Vector2(-maxSpeed, rb2d.velocity.y);
         }
 
         
          if (Input.GetKeyDown(KeyCode.Z) && grounded)
          {
             rb2d.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Force);
         }
 
        
     }
    
 
 
 
 
 
 
 
 
 
 }
     
 
 

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Answer by LoPiL · Sep 01, 2017 at 01:52 PM

Edit: To fix it place

 if (Input.GetKeyDown(KeyCode.Z) && grounded)
          {
             rb2d.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Force);
         }

in the void Update()

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