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Question by Banditmayonnaise · Dec 30, 2020 at 11:28 PM · c#2dcollision2d-platformertime

Adding Coyote Time and Jumpbuffer gave player infinite jumps.

I followed a Youtube Tutorial on how to make Coyote jump and also a jumpBuffer using the same method. But the problem is that the player can now jump in air, and I really do not understand how this is even possible. So i don't know how to fix this. I thought of implementing a InputBuffer using Queue, but I think that is just overkill for only one input. So would rather find some kind of solution instead of trying something completely different.

 [Header("Player Accesiblility")]
     public float hangTime = 1.5f;
     private float hangCounter;
     public float jumpBufferLength = 0.1f;
     private float jumpBufferCount;
 
      void Update()
      {
           if (coll.onGround) //Coyote Time for Jump
         {
             hangCounter = hangTime;
         }
         else
         {
             hangCounter -= Time.deltaTime;
         }
 
         //Jump Buffer
         if (Input.GetButtonDown("Jump"))
         {
             jumpBufferCount = jumpBufferLength;
         }
         else
         {
             jumpBufferCount -= Time.deltaTime;
         }
   
 
         if (jumpBufferCount >= 0 && hangCounter > 0f) //Jump Function
          {
             anim.SetTrigger("jump");
 
                 Debug.Log("Jump");
                 dustParticle.Play();
                 Jump(Vector2.up, false);
                 jumpBufferCount = 0;
 
             if (coll.onWall && !coll.onGround)
              {
 
                 WallJump();
              }
          }

coll.onGround is from another script, where I just used OverLapCircle.

 onGround = Physics2D.OverlapCircle((Vector2)transform.position + bottomOffset, collisionRadius, groundLayer);


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avatar image MSavioti · Dec 31, 2020 at 04:56 AM 0
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Try prevent coyote jump as soon as you jump and only activate it when you're grounded again.

avatar image Banditmayonnaise MSavioti · Dec 31, 2020 at 02:28 PM 0
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Thanks for the tip, but i'm not sure how to do that. I already made a if statement that only allowed the Coyote Time count when the player is onGround. I'm not sure how I would add another condition that doesn't ruin the Jump Buffer. I have tried different methods now, but everytime I add new condition the other stops working.

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Answer by MSavioti · Dec 31, 2020 at 08:47 PM

I'll write a little draft of how I'd do it and hope it'll be of use to you.

         private bool _isGrounded;
         private bool _canCoyoteJump;
         private float _coyoteTime;
         private float _coyoteTimeDuration;
         private bool CanCoyoteJump => _canCoyoteJump && _coyoteTime < _coyoteTimeDuration;
        
         private void AttemptJumping()
         {
             if (_isGrounded)
             {
                 Jump();
             }
             else
             {
                 if (!CanCoyoteJump)
                 {
                     BufferJumpInput();
                     return;
                 }
                 else
                 {
                     StopCoyoteTimer();
                     Jump();
                 }
             }
         }   
 
         private void Jump()
         {
             // Jump logic
         }

         // Insert this in FixedUpdate
         private void CheckGround()
         {
             // Raycasting downwards to look for ground
             bool foundGround;
 
             if (foundGround)
             {
                 // If found ground but was not grounded, we just landed
                 if (!_isGrounded)
                 {
                     UseJumpBuffer();
                 }
 
                 _isGrounded = true;
             }
             else
             {
                 // Didn't find ground now, but was grounded in the last check
                 // means we just left ground
                 if (_isGrounded)
                 {
                     StartCoyoteTimer();
                 }
 
                 _isGrounded = false;
             }
 
         }
 
         private void UseJumpBuffer()
         {
             // If there's a jump input in the buffer, make the char jump
         }
 
         private void BufferJumpInput()
         {
             // Insert input in the buffer if there isn't
         }
 
         private void StartCoyoteTimer()
         {
             // Enable coyote jump and start the timer
         }
 
         private void StopCoyoteTimer()
         {
             // Disable coyote jump and prevent further jumps
         }


Cheers.

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Banditmayonnaise

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avatar image Banditmayonnaise · Jan 01, 2021 at 06:29 PM 0
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Thanks it looks really good, but I have no idea how to implement this method. I tried but I somehow F'ed it up, so the player can't even jump anymore.

   if (Input.GetButtonDown("Jump")) //Jump Function
          {
             anim.SetTrigger("jump");
 
             AttemptJumping(); 
 
             if (coll.onWall && !coll.onGround)
              {
 
                 WallJump();
              }
          }     
 private void AttemptJumping()
     {
         if (coll.onGround)
         {
             Jump(Vector2.up, false);
         }
         else
         {
             if (!CanCoyoteJump)
             {
                 BufferJumpInput();
                 return;
             }
             else
             {
                 StopCoyoteTimer();
                 Jump(Vector2.up, false);
             }
         }
     }
     private void CheckGround()
     {
        
 
         if (coll.foundGround)
         {
             // If found ground but was not grounded, we just landed
             if (!coll.onGround)
             {
                 UseJumpBuffer();
             }
 
             _isGrounded = true;
         }
         else
         {
             // Didn't find ground now, but was grounded in the last check
             // means we just left ground
             if (_isGrounded)
             {
                 StartCoyoteTimer();
             }
 
             _isGrounded = false;
         }
 
     }
 
     private void UseJumpBuffer()
     {
         // If there's a jump input in the buffer, make the char jump
         if (jumpBufferloaded == true)
         {
             Jump(Vector2.up, false);
         }
     }
 
     private void BufferJumpInput()
     {
         // Insert input in the buffer if there isn't
         if (jumpBufferloaded == false)
         {
             jumpBufferloaded = true;
         }
     }
 
     private void StartCoyoteTimer()
     {
         // Enable coyote jump and start the timer
         _canCoyoteJump = true;
         _coyoteTime -= Time.deltaTime;
 
     }
 
     private void StopCoyoteTimer()
     {
         // Disable coyote jump and prevent further jumps
         _canCoyoteJump = false;
         _coyoteTime = 0;
     }

And what is the purpose of making Void CheckGround, if its not use as an reference?

avatar image MSavioti Banditmayonnaise · Jan 02, 2021 at 12:59 AM 1
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And what is the purpose of making Void CheckGround, if its not use as an reference?

I do that so I can detect landing and taking off inside the method, but it isn't something mandatory, you can return if a ground was detected and do the rest outside of it.

avatar image MSavioti Banditmayonnaise · Jan 02, 2021 at 01:02 AM 1
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I'm on the process of uploading my playing controller to my github, but it may take a while to happen. I can come back to this question and post the link when it's playable, but you'd have to wait for it.

avatar image Banditmayonnaise MSavioti · Jan 02, 2021 at 11:58 AM 0
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That's very kind of you But thank you for the help, meanwhile I will improve this method.

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