So that's basically the problem here. I'm creating a jump script using physics. Here is the code. Any idea on how to fix it? I haven't tried anything important yet... Just some small changes, as I have no idea what to do.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
bool canjump = false;
void Start()
{
}
void Update()
{
if (Input.GetKey("left"))
{
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(-40000 * Time.deltaTime, 0));
}
if (Input.GetKey("right"))
{
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(40000 * Time.deltaTime, 0));
}
if (Input.GetKeyDown("up") && canjump == true)
{
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 4000000 * Time.deltaTime));
}
}
void OnTriggerEnter2D()
{
canjump = true;
}
void OnTriggerExit2D()
{
canjump = false;
}
}
PD: OnTriggerEnter && Exit are called because I put triggers just above the plattforms. And sorry for my english, I'm not english:P Thanks in advance.
For starters, you should put physics stuff in a FixedUpdate(), and input in Update(), this is untested:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
bool jump = false;
bool canjump = false;
void Start()
{
}
void FixedUpdate() {
if(jump)
{
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 4000000 * Time.deltaTime));
jump = false;
}
}
void Update()
{
if (Input.GetKey("left"))
{
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(-40000 * Time.deltaTime, 0));
}
if (Input.GetKey("right"))
{
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(40000 * Time.deltaTime, 0));
}
if (Input.GetKeyDown("up") && canjump == true)
{
jump = true;
}
}
void OnTriggerEnter2D()
{
canjump = true;
}
void OnTriggerExit2D()
{
canjump = false;
}
}
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