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Question by Cryvera · Mar 03, 2020 at 07:08 AM · c#gravityphysics2djumpingdebugging

Uneven Jump Heights

I am a beginner and am currently trying to get a sprite to jump up and fall back down. However, I am incapable of getting a consistent jump height.

 public class PlayerMovement : MonoBehaviour
 {
     public float movementSpeed = 20f;
     public bool grounded = false;
     public float jump = 2.75f;
     public float gravity = 9.81f;
 
     Rigidbody2D rb;
     public Vector2 vel = new Vector2();
 
     void Start() 
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
     void Update() 
     {
         if (Input.GetKeyDown("z") && grounded)
         {
             vel.y = jump;
         }
 
         if (!grounded)
         {
             vel.y -= gravity * Time.deltaTime;
         }
     }
 
     void FixedUpdate() 
     {
         rb.MovePosition(rb.position + (vel * movementSpeed * Time.deltaTime));
     }
 }

Note: I do have a trigger w$$anonymous$$ch detects the ground and resets both the grounded bool and vel.y. It also triggers the grounded bool again upon exiting said trigger. I have also removed the gravity value on the sprite's rigidbody so that I could have full control.

Any help is much appreciated! Thank you!

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Answer by tecses1 · Mar 05, 2020 at 01:04 AM

Use the gravity built into the rigidbody. T$$anonymous$$s can be changed in the project settings, anyway. Next, MovePosition is a interpolated update. Meaning it sets the position over time. T$$anonymous$$s can lead to inconsistencies between the update rate of FixedUpdate and Update. Instead, set the rigidbody velocity directly (in the fixed update) with:

       void FixedUpdate() 
  {
      if (Input.GetKey("z") && grounded) //use get key with t$$anonymous$$s boolean. 
      {
          rb.velocity = Vector3.up * 10.0f; //Multiply by strength. 10 could be too much.
      }
 
  }


Should fall down with regular physics gravity after that.

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