Overview
Using Unity2D 2019.3.5, I am making a platformer game using C#. I implemented raycast to detect when my player is touching the ground and attempted to make it only so the player can jump only once.
Problem
Although I thought I programmed my character to jump once, after the first jump, the Unity engine still shows a checkmark to my "isGrounded" variable and only turns to false (unchecked) after a second jump before hitting the ground.
My Code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player_Controller : MonoBehaviour
{
public int playerSpeed = 10;
public int playerJumpPower = 1250;
private float moveX;
public bool isGrounded;
public float distanceToBottomOfPlayer = .7f;
// Update is called once per frame
void Update()
{
PlayerMove();
PlayerRaycast();
}
void PlayerMove()
{
// CONTROLS
moveX = Input.GetAxis("Horizontal");
if (Input.GetButtonDown("Jump") && isGrounded == true)
{
Jump();
}
// ANIMATIONS
// PLAYER DIRECTION
if (moveX < 0.0f)
{
GetComponent<SpriteRenderer>().flipX = true;
}
else if (moveX > 0.0f)
{
GetComponent<SpriteRenderer>().flipX = false;
}
// PHYSICS
gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(moveX * playerSpeed,
gameObject.GetComponent<Rigidbody2D>().velocity.y);
}
void Jump()
{
GetComponent<Rigidbody2D>().AddForce(Vector2.up * playerJumpPower);
isGrounded = false;
}
void PlayerRaycast()
{
// Ray Down
RaycastHit2D rayDown = Physics2D.Raycast(transform.position, Vector2.down);
if (rayDown.collider != null && rayDown.distance < distanceToBottomOfPlayer &&
rayDown.collider.tag == "ground")
{
isGrounded = true;
}
}
}
Extra Info
I did have to change a Unity setting in Edit > Project Settings > Physics 2D > Queries Start In Colliders. I had to turn this setting off (uncheck) in order to get my player to jump using the code I wrote above. I know there are other ways of making my player jump, however, this seemed to be the most efficient while maintaining the readability of the code.
Solutions Tried
What I believe the problem is that I have a raycast issue that I don't know how to fix. I looked at other Stack Overflow posts including the ones recommended after writing this post, but none of them applied to my problem.
Final Notes
As I said before, I know there are other ways to make my player jump only once using different code, however, I would like to stick with this code for my own learning purposes and for future reference.
Because you can't be sure that isGrounded
is false
when you call Jump()
.
I think issue lies there.
Try not setting isGrounded
flag when calling Jump()
. Setting isGrounded
is purely PlayerRaycast()
's job.
void Update()
{
// Raycast before moving
PlayerRaycast();
PlayerMove();
}
void PlayerRaycast()
{
// Ray Down
RaycastHit2D rayDown = Physics2D.Raycast(transform.position, Vector2.down);
if (rayDown.collider != null && rayDown.collider.tag == "ground")
{
if( rayDown.distance < distanceToBottomOfPlayer )
{
isGrounded = true;
}
else
{
isGrounded = false;
}
}
}
void Jump()
{
GetComponent<Rigidbody2D>().AddForce(Vector2.up * playerJumpPower);
//isGrounded = false;
}