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Question by TaylorReich · Jul 03, 2020 at 10:27 PM · jumpjumpingplayer movementjumping objectuntiy3d

Player jump not working correctly

I'm making a game in Unity 3D and I have this script attached to my player to make him jump when the Up arrow is pressed:

     private Rigidbody rb;
     public float jumpForce;

     void Start()
     {
         rb = gameObject.GetComponent<Rigidbody>();
         anim = gameObject.GetComponent<Animator>();
     }

     void Update()
     {
         PlayerMovement();
         Jump();
     }
 
     void Jump()
     {
         if (Input.GetKeyDown(KeyCode.UpArrow))
         {
             Debug.Log("This if works");
             rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
         }
     }


My player has a rigidbody attached to it and I know the if statement works because of that debug.log, however, nothing happens when I press the up arrow. Anyone know why? Let me know if you need any more info about the script or the player object. Thanks for your help!

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avatar image CodesCove · Jul 03, 2020 at 10:45 PM 0
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usual checks: is jumpForce > 0, is Rigidbody isKinematic = False, is Rigidbody position constraint (Y) unchecked, is useGravity enabled and if it is then check that the jumpForce is big enough in relation to the mass. Are you using also navmesh + agent? if so then this can also mess with physics.

Also what are you doing in the Player$$anonymous$$ovement()? This can also "negate" the physics effect depending what your are doing there...

avatar image TaylorReich CodesCove · Jul 04, 2020 at 01:18 AM 0
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Thanks I had isKinematic = true. Didn't know that would do that.

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Answer by mbro514 · Jul 03, 2020 at 11:39 PM

I think that your problem is that you didn't assign the variable "rb" to the rigidbody attached to the player.

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avatar image TaylorReich · Jul 04, 2020 at 01:13 AM 0
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Oh sorry forgot to mention in there that I do have that. I'll edit my post.

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