• Unity
  • Services
  • Made with Unity
  • Learn
  • 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
  • Forums
  • Answers
  • Feedback
  • Issue Tracker
  • Blog
  • Evangelists
  • User Groups

Navigation

  • Home
  • Unity
  • Industries
  • Made with Unity
  • Learn
  • Community
    • Forums
    • Answers
    • Feedback
    • Issue Tracker
    • Blog
    • Evangelists
    • User Groups
  • Get Unity
  • Asset Store

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 /
avatar image
0
Question by luigiwagner · Sep 13, 2017 at 01:48 AM · 2d gamejumpjumping2d-physicssidescroller

Jumping effectively in a 2D sidescroller

So, I´m developing a pretty simple 2D sidescroller.

The player basically has two actions: switching through layers in the scenery and jumping obstacles.

Regarding the switching layers component, it´s all set and working. On what it comes to the jumping function, tough, I´m facing some troubles regarding "delay" in the response.

As you can see in my PlayerJump script below, I´m using FixedUpdate() and a Jump() function to take care of the jumping action:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerJump : MonoBehaviour {
 
     private Rigidbody2D player;
     private PlayerResponse resp;
     public float speed;
     public float jumpUntil;
 
     public float impulse;
 
     public Transform playerY;
     private float yAxis; // y position when player is not in the air
 
     // Use this for initialization
     void Start ()
     {
         player = GetComponent<Rigidbody2D>();
         resp = GetComponent<PlayerResponse>();
         playerY = GetComponent<Transform>();
 
         //Gets the coordinate of the player in the Y axis 
         yAxis = playerY.transform.position.y;
     }
     
     // Update is called once per frame
     void Update () {
 
     }
 
     void FixedUpdate()
     {
         Jump();
 
         if (playerY.transform.position.y <= yAxis)
         {
             playerY.position.Set(playerY.position.x, yAxis, 0);
             player.constraints = RigidbodyConstraints2D.FreezePositionY;
         }
 
         Jump();
 
     }
 
     void Jump()
     {
         if(playerY.transform.position.y > yAxis)
         {
             return;
         }
         if(resp.pressedOnce()) 
         {
             Debug.Log("JUMPED");
             player.constraints = RigidbodyConstraints2D.None;
 
             player.AddForce(Vector2.up * impulse);
             
             return;
         }
     }
 }
 

The "jumping" on itself is working: the player presses the space bar, and jumps. The thing is, a lot of times, when pressing the space bar, the jump doesn´t effectively work for some reason, and is essentially ignored, while other times it isn´t.

I´ve heard this ignorance might be due to using FixedUpdate() and something about it not being as constantly called as Update() is. But I´ve also heard you can´t do physics stuff on Update().

So how should I proceed here? How can I make sure that every time the player presses the space bar, the jump happens without exception?

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

79 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

Related Questions

Jump only when Jump button is pressed - not held 0 Answers

Better 2D Sprite Jump in 3D Plane 1 Answer

Long press for charged Jump 1 Answer

How to make a game object continuously jump forward with a constant speed in unity2d using c#? 0 Answers

Raycast2D Only returns true 1 Answer

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