I am developing my first game with the Unity3D engine and I have run into my first problem! Not as exciting as I thought. If I spam the jump button w my ball jumps the first time then when it lands it does not jump right away but it jumps randomly after a number of button presses. The code I am using is below.
#pragma strict
var rotationSpeed = 100;
var jumpHeight = 8;
private var isFalling = false;
function Update ()
{
//Handle ball rotation.
var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;
rotation *= Time.deltaTime;
rigidbody.AddRelativeTorque (Vector3.back * rotation);
if (Input.GetKeyDown(KeyCode.W) && isFalling == false)
{
rigidbody.velocity.y = jumpHeight;
}
isFalling = true;
}
function OnCollisionStay ()
{
isFalling = false;
}
I heard this was a arithmetic behavior problem in UnityScript. I am a very beginner at programming and do not really understand the code in UnityScript and this is the first game/project I am making in Unity3D. Help would be greatly appreciated. Thanks!
You would think that something as simple as jumping should be a no-brainer, but there are a couple of gotchas here:
I think that last point is the biggest problem here. To solve this you need to do a couple of things:
The code below implements these points. If you want the timing to be even tighter you must queue the next jump while you are in the air.
#pragma strict
var rotationSpeed = 100;
var jumpHeight = 8;
private var isFalling = false;
private var tryingToJump = false;
function Update ()
{
//Handle ball rotation.
var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;
rotation *= Time.deltaTime;
rigidbody.AddRelativeTorque (Vector3.back * rotation);
if (Input.GetKeyDown(KeyCode.W) && !isFalling) tryingToJump = true;
if (tryingToJump)
{
if (isFalling) tryingToJump = false;
else rigidbody.velocity.y = jumpHeight;
}
}
function FixedUpdate()
{
isFalling = true;
}
function OnCollisionStay()
{
isFalling = false;
}
function OnCollisionEnter()
{
isFalling = false;
}