I'm making a 2D game in Unity where the player is able to jump and walk left or right. The player should be able to change directions while mid-air, but the problem is that they continue to move in the direction they were moving while jumping, despite no longer pressing the movement key.
Here's the movement script:
public float jumpHeight;
public float speed;
public Rigidbody2D rb;
private bool isGrounded;
public Transform feetPos;
public float checkRadius;
public LayerMask Ground;
private float jumpTimeCounter;
public float jumpTime;
private bool isJumping;
void Update()
{
PausedThisFrame = false;
isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, Ground);
if (isGrounded && Input.GetKeyDown(KeyCode.Space))
{
isJumping = true;
jumpTimeCounter = jumpTime;
rb.velocity = Vector2.up * jumpHeight;
}
if (Input.GetKey(KeyCode.Space) && isJumping)
{
if (jumpTimeCounter > 0)
{
rb.velocity = Vector2.up * jumpHeight;
jumpTimeCounter -= Time.deltaTime;
}
else
{
isJumping = false;
}
}
if (Input.GetKeyUp(KeyCode.Space))
{
isJumping = false;
}
}
void FixedUpdate()
{
if (Input.GetKey(KeyCode.A))
{
Debug.Log("A");
rb.velocity = new Vector2(-1 * speed, rb.velocity.y);
transform.eulerAngles = new Vector3(0, 180, 0);
}
if (Input.GetKey(KeyCode.D))
{
Debug.Log("D");
rb.velocity = new Vector2(1 * speed, rb.velocity.y);
transform.eulerAngles = new Vector3(0, 0, 0);
}
else
{
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y);
}
}
I tried debugging the code to see if the script thinks the keys are being pressed but even the script knows that they aren't so i trully have no idea what's changing the velocity of the rigidbody.
The else part of your FixedUpdate() routine seems to be the problem. The part
else
{
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y);
}
only assign a copy of the velocity vector to itself. So, the values do not change. Try this one instead of the else
if (!Input.GetKey(KeyCode.A) &&
!Input.GetKey(KeyCode.D))
{
rb.velocity = new Vector2(0, rb.velocity.y);
}
The input check is necessary to only set the x-velocity to zero, when no key is pressed ;)