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Question by Shynex · Apr 19, 2020 at 10:40 AM · jumpingcharacter controller

Better jumping with Character Controller 2D

Hello, I am making a 2D platformer and I want to Improve my jumping. I want my character to jump even if he doesn't touches the ground right now, but in the following 0,2 sec. I use brackeys Character controller script(link text)

So I replaced this code(Line 137):`

 if (m_Grounded && jump)
        {
         // Add a vertical force to the player.
         m_Grounded = false;
         m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
         
        }

By that one:`

         JumpTimer -= Time.deltaTime;
         if (jump)
             
         {
             
             JumpTimer = JumpTime;
         }
         if ((JumpTimer > 0) && m_Grounded)
         {
             m_Grounded = false;
             m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
         }`

and I add two variables (private float JumpTimer; public float JumpTime=0,2;) This code is called in the move function, wich will be called in the FixedUpdate function. But when I play the game with the "improved jump code", I jump very very high, which isn't a problem because I can just decrease the Jump height, but when I die and the scene gets reloaded I jump even higher and thats my problem. Do I have to reset sth. when I reload the scene?


Update: I figured out that he is jumping so high because " m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));" gets called twice but I don't know why it only happens when I reload the scene. Any Ideas?


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Best Answer

Answer by kbop2000 · Apr 21, 2020 at 02:10 AM

try this

 if (m_Grounded && jump)
             {
                 // Add a vertical force to the player.
     
                 // Initialize velocity
                 m_Rigidbody2D.velocity = Vector3.zero;

                 m_Grounded = false;
                 m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
             }
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avatar image Shynex · Apr 21, 2020 at 08:48 AM 0
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Thanks, that helped me.

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