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Question by danieltownson4 · Feb 23, 2022 at 03:47 AM · physicsrigidbodyvector3rigidbody.addforce

Player rigidbody jumping continues infinitely

I have tried to implement jumping to my player object, but on hitting the jump key the player object flies into the air extremely quickly, with the Y coordinate infinitely increasing. I have tried changing the jump force but the same thing happens at all values down to a specific point, where the object will not jump at all. I believe it is something to do with the way I have a max speed implemented for movement, but I can't figure out exactly how to fix this.

 public class PlayerMove : MonoBehaviour
 {
 
     public float moveSpeed;
     public float maxSpeed;
     public float jumpForce;
     public float rotationSpeed;
 
     public bool jumpState;
     
     private Rigidbody rBody;
     private Vector3 inputVector;
 
 
     // Start is called before the first frame update
     void Start()
     {
         rBody = GetComponent<Rigidbody>();
         jumpState = false;
         
     }
 
     // Update is called once per frame
     void Update()
     {
 
         inputVector = new Vector3(Input.GetAxis("Horizontal")*moveSpeed, rBody.velocity.y, Input.GetAxis("Vertical")*moveSpeed);
         rBody.AddRelativeForce(inputVector, ForceMode.VelocityChange);
 
         if(rBody.velocity.magnitude > maxSpeed)
         {

             rBody.velocity = rBody.velocity.normalized * maxSpeed;

         }
 
         
         if (Input.GetKeyDown(KeyCode.Space) && !jumpState)
         {
             rBody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
             jumpState = true;
         }
             
 
     }
 
     private void OnCollisionEnter(Collision collision)
     {
         if (collision.collider.gameObject.CompareTag("Ground"))
         {
             jumpState = false;
         }
     }
 
 
 }
 
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Answer by KrzysztofTMu · Feb 23, 2022 at 08:01 AM

 inputVector = new Vector3(Input.GetAxis("Horizontal")*moveSpeed, rBody.velocity.y, Input.GetAxis("Vertical")*moveSpeed);
 rBody.AddRelativeForce(inputVector, ForceMode.VelocityChange);

Here, your inputVector is based on body velocity and then it adds relative force based on the inputVector which basically changes velocity so you are running in a circle - that's why your object will fly away into space and beyond.

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