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Question by amazingred222 · Aug 31, 2014 at 08:06 AM · jumpmovingwhileinair

Jump in direction while in air?

So i have a character that moves well and jumps fine while in idle but when it moves and jumps it stops running and jumps without contentiously moving, i have a 3rd person camera following the player from an angle .. any help? here's my code

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovement : MonoBehaviour
 {     
     public float turnSmoothing = 15f; 
     public float speedDampTime = 0.1f; 
 
     public float jumpSpeed = 5f;
     public float verticalVelocity = 0f;
     public float jumpForce = 5f;
 
     public bool grounded;
 
     private Animator anim;              
     private HashIDs hash;               
     Rigidbody rb;
 
     void Awake ()
     {
         anim = GetComponent<Animator>();
         rb = GetComponent<Rigidbody>();
         hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>();
 
     }
     
     
     void FixedUpdate ()
     {
         float h = Input.GetAxis("Horizontal");
         float v = Input.GetAxis("Vertical");
         MovementManagement(h, v);
         //
     }
 
     
     void Update ()
     {
         if(grounded && Input.GetButtonDown("Jump")){
             Jump();
         }
     
     }
     public void Jump(){
         float h = Input.GetAxis("Horizontal");
         float v = Input.GetAxis("Vertical");
 
         rb.AddForce( new Vector3(h, 10, v), ForceMode.Impulse );
         rb.velocity += Vector3.up * jumpSpeed;
 
         grounded = false;
         anim.SetBool("Jump", true);
     }
     void OnCollisionEnter(Collision collision) {
         grounded= true;
         anim.SetBool("Jump", false);
     }
     
     void MovementManagement (float horizontal, float vertical)
     {
         if(horizontal != 0f || vertical != 0f)
         {
             Rotating(horizontal, vertical);
             anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime);
         }
         else
             anim.SetFloat(hash.speedFloat, 0);
     }
     
     
     public void Rotating (float horizontal, float vertical)
     {
         Vector3 targetDirection = new Vector3(horizontal, 0f, vertical);
         Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
         Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime);
         rigidbody.MoveRotation(newRotation);
     }
 }

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Answer by TRG96 · Aug 31, 2014 at 10:46 AM

Have

 float h = Input.GetAxis("Horizontal");
         float v = Input.GetAxis("Vertical");

outside of the Jump() function. rb.AddForce( new Vector3(h, 10, v), ForceMode.Impulse );

only gets called once when the character is grounded. Have a separate function which deals with the in air movement when the character is not grounded. something like

void Update() { if(!grounded) { h = Input.GetAxis("horizontal"); v = //vertical axis rb.velocty = new Vector(h,0,v) } }

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