I was working on my 2D game in unity and i made this system to set the character to jump, and move around, but for some reason, i can only move mid air when i was moving on the ground, but if i stand still and then jump, i can not move mid air
Further Explaination: imagine you want to pick a coin in the air, and there is an obstacle under the coin, thus you have to jump while moving forward to pick it up, my problem is that you can only move mid air, if you were moving on the floor originally, but if you jump and THEN move right or left, the system just ignores it
My code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(CapsuleCollider2D))]
public class CharacterController2D : MonoBehaviour
{
// Move player in 2D space
public float maxSpeed = 3.4f;
public float jumpHeight = 6.5f;
public float gravityScale = 1.5f;
public Camera mainCamera;
bool facingRight = true;
float moveDirection = 0;
bool isGrounded = false;
Vector3 cameraPos;
Rigidbody2D r2d;
CapsuleCollider2D mainCollider;
Transform t;
// Use this for initialization
void Start()
{
t = transform;
r2d = GetComponent<Rigidbody2D>();
mainCollider = GetComponent<CapsuleCollider2D>();
r2d.freezeRotation = true;
r2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
r2d.gravityScale = gravityScale;
facingRight = t.localScale.x > 0;
if (mainCamera)
{
cameraPos = mainCamera.transform.position;
}
}
// Update is called once per frame
void Update()
{
// Movement controls
if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) && (isGrounded || Mathf.Abs(r2d.velocity.x) > 0.01f))
{
moveDirection = Input.GetKey(KeyCode.A) ? -1 : 1;
}
else
{
if (isGrounded || r2d.velocity.magnitude < 0.01f)
{
moveDirection = 0;
}
}
// Change facing direction
if (moveDirection != 0)
{
if (moveDirection > 0 && !facingRight)
{
facingRight = true;
t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z);
}
if (moveDirection < 0 && facingRight)
{
facingRight = false;
t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z);
}
}
// Jumping
if (Input.GetKeyDown(KeyCode.W) && isGrounded)
{
r2d.velocity = new Vector2(r2d.velocity.x, jumpHeight);
}
// Camera follow
if (mainCamera)
{
mainCamera.transform.position = new Vector3(t.position.x, cameraPos.y, cameraPos.z);
}
}
void FixedUpdate()
{
Bounds colliderBounds = mainCollider.bounds;
float colliderRadius = mainCollider.size.x * 0.4f * Mathf.Abs(transform.localScale.x);
Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 1f, colliderRadius * 0.9f, 0);
// Check if player is grounded
Collider2D[] colliders = Physics2D.OverlapCircleAll(groundCheckPos, colliderRadius);
//Check if any of the overlapping colliders are not player collider, if so, set isGrounded to true
isGrounded = false;
if (colliders.Length > 0)
{
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i] != mainCollider)
{
isGrounded = true;
break;
}
}
}
// Apply movement velocity
r2d.velocity = new Vector2((moveDirection) * maxSpeed, r2d.velocity.y);
// Simple debug
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, colliderRadius, 0), isGrounded ? Color.green : Color.red);
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(colliderRadius, 0, 0), isGrounded ? Color.green : Color.red);
}
}```
if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) && (isGrounded || Mathf.Abs(r2d.velocity.x) > 0.01f))
In this line you check if you are grounded isGrounded
or have some horizontal velocity Mathf.Abs(r2d.velocity.x) > 0.01f
.
If you have any of those you give horizontal control.
So if you are moving horizontal en then jump Mathf.Abs(r2d.velocity.x) > 0.01f
is true and gives you control in the air.
But if you are standing still and the jump isGrounded
is false bequase you are in the air and Mathf.Abs(r2d.velocity.x) > 0.01f
is false so you cant control your jump in the air.
If you always want control in the air remove the (isGrounded || Mathf.Abs(r2d.velocity.x) > 0.01f)
check
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