So basicy i need my character to go up when space
or mousebutton
are pressed. I added rigbody 2d and box colider 2d to my gameobject
(player). The problem is when I hit space
or mousebutton
it only jump not constantly moving up.
Here is my code:
using UnityEngine;
using System.Collections;
public class PixelMovement : MonoBehaviour {
Vector3 velocity = Vector3.zero;
public Vector3 PressVelocity;
public float maxSpeed = 5f;
public float fowardSpeed = 1f;
public float jumpForce;
bool didPress = false;
// Use this for initialization
void Start () {
}
//Do Graphic & Input updates
void Update()
{
if (Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0))
{
didPress = true;
}
}
//Do physics engine updates here
void FixedUpdate()
{
velocity.x = fowardSpeed;
if (didPress == true)
{
didPress = false;
velocity += PressVelocity * Time.deltaTime *jumpForce;
}
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
transform.position += velocity * Time.deltaTime;
}
}
Ok this works for me. Thanks everyone for help :)
using UnityEngine;
using System.Collections;
public class PixelMovement : MonoBehaviour {
public float playerSpeed;
public Vector3 gravity;
public float maxSpeed = 5f;
Vector3 velocity = Vector3.zero;
public float fowardSpeed = 1f;
bool didPress = false;
void Update()
{
if (Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0))
{
didPress = true;
}
else
{
didPress = false;
}
}
void FixedUpdate()
{
velocity.x = fowardSpeed;
transform.position += velocity * Time.deltaTime;
if (didPress == true)
{
float amntToMove1 = playerSpeed * Time.deltaTime;
transform.Translate(Vector3.up * amntToMove1);
}
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
transform.position += velocity * Time.deltaTime;
}
}