A Perfect Jump in Unity - A Complete Guide

Поделиться
HTML-код
  • Опубликовано: 18 дек 2024

Комментарии • 177

  • @Kyle-if5gd
    @Kyle-if5gd 5 лет назад +58

    This series is the best unity tutorials I've ever seen

  • @maestrogeicho
    @maestrogeicho 3 года назад +6

    This is one of the best tutorial series for unity I've ever seen.

  • @dr.zitrone312
    @dr.zitrone312 2 года назад

    I think i never subscribed after just one video. But halfway through the video you convinced me. 10/10.

  • @vonvetur
    @vonvetur 4 года назад +2

    I had some issues with jumping so I started to look at random jumping tutorials, and basically all I needed was to reset the y velocity to 0 on jump. Thank you for that.

    • @n1k000z
      @n1k000z 3 года назад

      yea but can anyone tell me why did he do that i mean we never applied any kind of y velocity before did we?

    • @donglesband
      @donglesband 2 года назад

      @@n1k000z It's so you always get the same velocity no matter how fast you spam the jump button. It can cause inaccurate physics predictions like the jump being executed twice, making you jump extra high sometimes.

  • @konarkpahuja5047
    @konarkpahuja5047 3 года назад +1

    these tutorials are a godsend. did you/he ever make the wall jump tutorial?

  • @Matdif
    @Matdif 2 года назад +11

    When you add drag to a rigid body this effects both dimensions in Unity2D. As in rb.drag is altering our jump height. If you stay still (x direction) while jumping your jump is dampened. When you are moving while jumping it is not so the jump is higher. I changed the application of rb.drag to call a method instead.
    private void ApplyHorizontalDrag()
    {
    rb.velocity = new Vector2(rb.velocity.x * Mathf.Clamp01(1 - dragConstant), rb.velocity.y);
    }
    This applies the drag only in the x direction leaving the jump unchanged. I replaced the rb.drag = linearDrag with a call for this method in fixed update. The else part of the statement is not needed since this is applied each time and does not change the drag and therefore does not need to be changed back. I used dragConstant = .9f so far but lowering it gives you a softer stop when turning and such.

  • @LukSilva12
    @LukSilva12 2 года назад +1

    God, you're really teaching us how to do things profissionally. Really liked your videos and the way you teach. Became sad when I saw the last video you uploaded was 2 years ago. You haven't even finished this 4 parts tutorial ;(. Where are you?

  • @sync3471
    @sync3471 3 года назад +1

    Thanks for giving me a Jump Start

  • @smartandfunny6140
    @smartandfunny6140 5 лет назад +13

    How can you not subscribe to this Channel?
    Great Tutorial as always!

  • @rachitvasudeva7538
    @rachitvasudeva7538 3 года назад

    Probably the best jump guide ever💯

  • @Take22952
    @Take22952 2 года назад

    Honestly, I love watching unity game devs making devlogs and tutorials so much, even though I don’t use Unity.

  • @marhola100
    @marhola100 4 года назад

    This is the first jump tutorial that has worked for me. Thank you!

  • @zacharyheesaker5295
    @zacharyheesaker5295 2 года назад

    This is such a great tutorial on character control! Thank you!

  • @TheNjyon
    @TheNjyon 5 лет назад +3

    This kind of ground detection works fine for fast and easy prototypes. The problem with this one is obviously when u stand on an edge u will be in the falling state without falling. Sure u can add 2 more RayCasts to be safe for the most parts but if you want it 100% accurate u should sweep ur component. Unity provides u with a Box, Speher, Capsul ... Casts. That should work great for "most" cases

    • @BobrLovr
      @BobrLovr 4 года назад

      lol, or you can literally just add two more raycasts, one for each edge of your player. It's not that hard

  • @jluis220690
    @jluis220690 4 года назад

    Amazing bro the best jump tutorial, watching from mexico

  • @chino1moreno
    @chino1moreno 3 года назад

    Thanks so much dudeeee! One of the best tutorails ive seen, cant wait to watch more

  • @VEOdev
    @VEOdev 2 года назад +2

    For the ground check it is better to use a sphere cast and not a line cast
    Also for the short jump you can just put Y velocity to 0 when you release the jump button so the character will fall down as soon as you let the key

  • @Ярик-с8н
    @Ярик-с8н 4 года назад

    Thank you very much bro you have helped me a lot, people like you should be more !! I thank you from the bottom of my heart!!!

  • @studioprimitive
    @studioprimitive 4 года назад

    This helped greatly with my character's jump. Thanks!

  • @LowPolyOne
    @LowPolyOne 5 лет назад +1

    Thank you a lot, my dude! It's a very informative and useful tutorial.
    My respects to you!

  • @JorgeVerdu
    @JorgeVerdu 4 года назад +2

    subscribed! Can't wait for the wall jump one :D

    • @KING-vy5ky
      @KING-vy5ky 3 года назад

      Are you still waiting?

    • @JorgeVerdu
      @JorgeVerdu 3 года назад

      @@KING-vy5ky For sure I am!

  • @JackieCodes
    @JackieCodes 3 года назад

    really great tutorial, quality content 🤙

  • @maxrdev703
    @maxrdev703 2 года назад

    Wow, I haven't even finished the video yet but this is amazing. You explain everything perfectly and lay out the videos perfect for beginners. You deserve so much recognition, keep up the amazing work.

  • @chaseums0967
    @chaseums0967 2 года назад

    "This next part might be a little overwhelming, so I'll explain it slowly." *proceeds to blast through the entire rest of the video*
    Regardless, very informative and you do explain what you're doing. Maybe just too much all at once for my brain to handle, LOL. It's a me-problem.

  • @seighart90
    @seighart90 3 года назад

    one thing i notice that using this code, if you have a running start you'll jump much higher than from a standing start because the force is stacked. This could be a cool feature if that's what you intended

  • @DecrareOld
    @DecrareOld 5 лет назад

    I subscribed to you today. you can explain everyrhing i need really good

  • @danieljayne8623
    @danieljayne8623 4 года назад +2

    "Start Quarantine" - TRIGGERED :D

  • @marksimpson4310
    @marksimpson4310 4 года назад +1

    Great tutorials. I would love to know when you'll release a wall jump tutorial.

    • @Charles-Darwin
      @Charles-Darwin 4 года назад +2

      Couldn't you do another raycast horizontally and have it interact with a wall layer.

    • @Prox_C
      @Prox_C 4 года назад +3

      @@Charles-Darwin Pretty much this. Halt velocity and have a bool for IsWallJumping. limits inputs to what you want while latched on and set a new animation frame to show collision with wall surface. add impulse at an angle something like 60deg away from wall when jump is pressed and you're done.
      fixed wall hold vs sliding down would be design choices but the slide down wall can be achieved with a low gravity multiplier.
      Finish up by wrapping the input in a countdown that drops the character if no 'jump' input is made in time, resulting in the character letting go of the wall. Hope this helps anyone who comes across it.

  • @smokinglife8980
    @smokinglife8980 2 года назад

    Also if you don’t want to be limited to certain layers to walk on just don’t use a layermask or have a layermask helper script that gets all the lays except what you specify

  • @Zayther
    @Zayther 4 года назад +10

    What happened to the wall jump tutorial? Your channel is amazing so underrated

    • @bungercolumbus
      @bungercolumbus 4 года назад

      in production

    • @Zayther
      @Zayther 4 года назад

      @@bungercolumbus Wait how do you know? He hasn't posted in a long time ;(

    • @AITakesYourJob
      @AITakesYourJob 3 года назад

      still in production? :D

  • @WakeTheShark446
    @WakeTheShark446 3 года назад +4

    Great video! One issue I've encountered however is that on impact to the ground, the character dips into the ground ever so slightly before popping back out and interrupts the player's velocity. I'm currently using a box collider for my character but also tried an edge collider like how you have it on yours to an even worse effect. Is there a fix to this?

    • @andrew_ceco
      @andrew_ceco 3 года назад +7

      Hey friend, I'm probably too late to be totally helpful HOWEVER...
      I've found that the player is going to dip into the ground no matter what, but going to your RigidBody 2d settings and changing your Collision Detection to continuous should help with it to some degree

    • @pagoda_dimensionale9761
      @pagoda_dimensionale9761 3 года назад

      same, have you discover the problem?

    • @private3946
      @private3946 2 года назад +1

      Set your Collission Detection to Continuous or try setting interpolate on extrapolate/interpolate in your Rigidbody2D settings

  • @ggiillii2813
    @ggiillii2813 3 года назад +1

    Help
    My falling animation only plays when I hold the down key or "S" and only stops when I press the up key or "W".

  • @uba754
    @uba754 4 года назад +2

    My code and scene is identical but my character very briefly pauses when they hit the ground after a jump. Any idea why? Would love to fix this. Fantastic tutorial though really!

    • @SageNode
      @SageNode 4 года назад

      would also like a solution for this

    • @uba754
      @uba754 4 года назад +4

      @@SageNode Many of us in the comments have been using a physics material 2d to kind of fix this. I don't think it is perfect but its the best solution so far. Add the material to the ground plane with friction set to 0.01 and bounciness at 0. Have also read something similar but with the material on the player but I haven't tested it yet.

    • @SageNode
      @SageNode 4 года назад +1

      @@uba754 works like a charm. thanks

  • @SageNode
    @SageNode 4 года назад +2

    the Jump Delay you put in, is that basically coyote time?

  • @sav-ke4sf
    @sav-ke4sf 5 лет назад +2

    best tutorial, thx

  • @nightstech7499
    @nightstech7499 3 года назад

    OMG you are a life saver thanks alot :)

  • @Yamam100
    @Yamam100 4 года назад

    great tutorials

  • @danielgarcia-je9lc
    @danielgarcia-je9lc 3 года назад

    Great job!

  • @cools7uff
    @cools7uff 3 года назад +1

    How do I fix the hang time before the character falls after holding space

  • @hatoving
    @hatoving 4 года назад +7

    The jumping works fine for me, but when the player reaches the ground, the gravity scale snaps from 5 to 0 quicky, where it stops the player for a millisecond and then walks normally. Any fix to this?

    • @victorlecam1813
      @victorlecam1813 4 года назад

      Same problem here. Someone ?

    • @uba754
      @uba754 4 года назад

      Same problem too, went back to double check everything and seems identical.

    • @McCooler
      @McCooler 4 года назад +3

      I've solved this adding a material with no friction to my player collider... don't know if this is the correct aproach

  • @victorlecam1813
    @victorlecam1813 4 года назад +7

    Hello everyone ! does anyone knows why my character loses X velocity when landing ? Except from this problem, it all works pretty good. Thank you for the videos !

    • @uba754
      @uba754 4 года назад

      Having the exact same problem I think. As soon as the character lands after a jump they pause for a brief second before continuing to move.

    • @torbrandt5546
      @torbrandt5546 4 года назад +1

      I had the same problem, and fixed it by applying a Physics Material 2D to my ground object with a Friction of 0.01 and Bounciness of 0.

    • @uba754
      @uba754 4 года назад

      @@torbrandt5546 It seems to have helped a great deal. Hard to say if it is 100% fixed for me but definitely better!

    • @torbrandt5546
      @torbrandt5546 4 года назад

      ​@@uba754 Nice! But yeah the physics can be really confusing, and sometimes it's hard to know where to look for a solution, or even tell what the problem is exactly.

  • @mouradeid5457
    @mouradeid5457 4 года назад +1

    So I copied the script, I noticed that when I move horizontally then jump the character jumps higher than when it jumps while standing still, I tried several methods like clamping y velocity, using a targeted height and stop and it and others, none of them gave me that elegant result, any idea how can I fix this?

    • @efn5520
      @efn5520 4 года назад

      Someone said
      If(rb.velocity.x > 5) {
      Whatever you want
      }
      But I don't know if it works because i don't know what to write in Whatever I want

  • @СергейКоваленко-п2я

    I want to see as a following to this useful video how you cope with the issue of the slope when the player slides down when staying at the slope and when the player is jumping at the slope when going up and down. This is a very common problem I think, but it`s hard to find good information about it.

  • @MariWeiss28
    @MariWeiss28 3 года назад

    thanks, come back man pls.

  • @Charlie59876
    @Charlie59876 2 года назад +1

    Does anyone know why my player slows down when i jump?

  • @TheWgaffa
    @TheWgaffa 3 года назад +2

    Not sure what I'm missing but when my character lands it gets "stuck" for a short moment when landing. But your character seems to go at the same speed after landing.

    • @kamiieel
      @kamiieel 3 года назад

      i have the same problem i dont know what makes it do that

    • @bambonats2250
      @bambonats2250 3 года назад

      You could try setting the "Collision Detection" of your character's Rigidbody2D (I assume you are also making a 2D game) to Continuous. This stopped that weird "sinking in" thing when you land. Hope this works out for you too

    • @TheWgaffa
      @TheWgaffa 3 года назад

      Thanks, I got it to work and it indeed seemed to be Collision Detection needed to be set to Continuous

  • @ΔΑΝΙΑΝΟΣΑΠΑΤΑΓΓΕΛΟΣ

    I have a problem when i jump left or right, i get drag/magnetized to the closest wall how i can fix this?

  • @karacter3369
    @karacter3369 Год назад +1

    for some reason the character slows down when hitting the floor, almost stopping, i wanted it to keep it's previous velocity...

  • @HoisinDuckWrap
    @HoisinDuckWrap 2 года назад

    i copied the code from the description and got error Parameter 'onGround' does not exist.
    UnityEngine.Animator:SetBool (string,bool)
    leshen.PlayerController:Update () (at Assets/_Scripts/PlayerController.cs:51)

  • @林厚廷
    @林厚廷 4 года назад

    I have a question, set the collision detection to continuous is a good way or not, I know that this setting may use more resources.

  • @avve558
    @avve558 5 лет назад +1

    Great video. You earn more subs then you have! :)

  • @SageNode
    @SageNode 4 года назад +1

    a problem with your set up is that vertical is only detected to activate the falling animation when you press down the S key. but why would the player be holding down the S key just so we can see the animation play.
    The fall animation should play when you are falling without having to hold down the S key.

  • @YehielCertner
    @YehielCertner 5 лет назад +1

    Hi, Great tutorial and a great channel!
    I implemented the jump and it works great, i want to implement a Platform Effector to some of my platform tiles but theres a problem since the raycast is touching the platform from below when jumping and it thinks the player touched the ground so it would go all up the platform in some heights, tried shortening the raycast but it doesn't work , any suggestions will be very helpful :)

    • @joshuabadgett7987
      @joshuabadgett7987 5 лет назад

      Did you figure out how to fix this? I'm having the same problem.

    • @YehielCertner
      @YehielCertner 5 лет назад

      @@joshuabadgett7987 didn't find a solution for it...probably gonna skip on effectors or if i'm brave enough ill change the raycast method to something else, either a collider box at the feet or the first method in this tutorial : ruclips.net/video/CLxXkSIaOAc/видео.html

    • @smallbeanmusic2187
      @smallbeanmusic2187 4 года назад

      Joshua Badgett make sure you * by ground length and not ground layer , that's what I accidentally did

    • @YehielCertner
      @YehielCertner 4 года назад

      @@smallbeanmusic2187 ??

    • @smallbeanmusic2187
      @smallbeanmusic2187 4 года назад

      Yehiel Certner if you can't change the length it's because (probably) you multiplied (in your script) by ground layer and not ground length .
      If you didn't make this mistake then just try checking the video again

  • @ruijiang6274
    @ruijiang6274 4 года назад

    Is there any difference between using two Raycast and using a single Boxcast?

  • @darick9637
    @darick9637 4 года назад

    You can make a video about Power Ups?

  • @vstechvideos9373
    @vstechvideos9373 4 года назад +1

    Just a quick doubt, why not use an Empty GameObject with a box collider2D at the bottom of the character to check if the character isGrounded? Raycasting is Wayyy Complicated.

    • @BobrLovr
      @BobrLovr 4 года назад

      hows it complicated? Unity literally did it all for you, you just have to implement the function

  • @BoltGoesPro
    @BoltGoesPro 3 года назад

    Hey I have a question, so when you hold left or right, it makes you go higher when you jump, why is that?
    Edit: I figured out why, Am looking for a fix, it's because when you are holding down another button along with jump it acts like it cancels it out?

  • @jacksonisaac9686
    @jacksonisaac9686 4 года назад +1

    What about for 3d?

  • @SageNode
    @SageNode 4 года назад

    I like having the squish feature on my jump, but i also want my actual jump animation to play as well, how do I get that to work with this squeeze

  • @juanchoavid123
    @juanchoavid123 3 года назад

    Hey, Excellent video, if you still answering, i normally use circle or sphere overlapping for detecting ground, I have seen people, like your case that use raycasting, is there any difference? like performance difference? or it doesn't matter in this case?

  • @smokinglife8980
    @smokinglife8980 2 года назад

    Regular ray cast are not good for ground detection and stuff. 1. Walk to the very edge of a block or something you will not be grounded and there is one more problem I just forgot. I would you a sphere cast and box cast it’s will cover more thank just a single line so ground checks are more accurate imo

  • @fettigerburger9258
    @fettigerburger9258 4 года назад +2

    When I just run my player stops moving randomly, and I have to move in the other direction to move again

    • @andrew_ceco
      @andrew_ceco 3 года назад +2

      Hey, I'm probably waaaay late for this, but you're getting stuck on tile colliders. The best solution for me was:
      1. Create a new Physics Material with Friction set to zero
      2. Attach to the Edge Collider 2D
      If this STILL isn't working, then:
      3. Go to your RigidBody 2D settings
      4. Change Collision Detection to Continuous
      As a note, other people have suggested adding a Composite Collider to your tilemap / ground layer, but that solution didn't work for me for some reason haha Hopefully all this info helps you, or some stranger in the future :)

  • @HenriqueAzevedoarts
    @HenriqueAzevedoarts 3 года назад

    could you share the project?

  • @voidling2632
    @voidling2632 4 года назад

    9:33 nope... its actually the opposite, holding jumbutton = short jump and tap long jump... looks pretty much like in this video:
    rb.gravityScale = gravity;
    if (rb.velocity.y < 0) {
    rb.gravityScale = gravity * fallMultiplier;
    }
    else if (rb.velocity.y > 0 && (Input.GetKey(KeyCode.Space) || Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W))) {
    rb.gravityScale = gravity * (fallMultiplier/2);
    }

    • @VickoProject
      @VickoProject 4 года назад

      Omg thanks🔥🔥🔥 im having trouble with that and i just search it for a long time, and u juts get the answer, thanks a lot😂🔥

  • @jestarok
    @jestarok 4 года назад

    did he ever publish part 4 of this tutorial

  • @Space_Masters
    @Space_Masters 5 лет назад +6

    Great tutorial, but I feel I must point out that it's pronounced "Co-Routine" not "Quarantine"

  • @user-px4zh3dr2x
    @user-px4zh3dr2x 3 года назад

    9:08 don't use input.getkeydown instead of input.getkey or input.getbutton why i don't know but this took 2 days from me

  • @TackleProd
    @TackleProd 4 года назад

    There is a bug in the code... When standing still, the Linear drag is applied. So when I jump, I cant really jump that high. (The drag changes to 0 when already in the air, but then its too late)
    However, when running, the drag is 0, and I can jump really high...
    I dont know how to fix this yet, Ive tried a lot of things...

    • @memoal-said5111
      @memoal-said5111 4 года назад +1

      I got the same problem but I found out the source of the problem. It's the linear drag, that part of the code that's supposed to prevent the player from sliding when it changes directions. Sadly, I don't know the solution but at least the source of the problem was found.

    • @TackleProd
      @TackleProd 3 года назад

      @@memoal-said5111
      Toshi
      1 second ago
      Actually I found a better solution that doesnt mess with drag at all, but still gives that smooth movement.
      void MoveCharacter(float dir)
      //Dir is the control stick's input. 1 for right, -1 for left and all that.
      {
      Vector2 targetVelocity = new Vector2(dir * stats.maxSpeed, rb.velocity.y);
      //I have my maxSpeed in another script, but whatever.
      // And then smoothing it out and applying it to the character
      rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref stats.m_Velocity, stats.m_MovementSmoothing);
      //SMOOTH DAMP is the key! My Stats movement smoothing is set to 0.05f. Works both when accelerating and stopping.
      }

    • @memoal-said5111
      @memoal-said5111 3 года назад

      Believe it or not. I actually solved this long ago but forgot about this post. My solution was just to use a boolean to check when the player jumps or not and it works. Without that boolean, the issue occurs and I'm surprised that fixed it. XD

  • @lucas90gs
    @lucas90gs 3 года назад

    My character loses x velocity when he hits the ground after a jump. This feels like he is dragging a bit after every jump. What can be causing it? Did you change the physics material of your tiles?

    • @dylanfoster186
      @dylanfoster186 3 года назад

      i think what is is causing is is the increase of drag when the player is grounded

    • @mattendo021
      @mattendo021 3 года назад +1

      Changing the physics material is what worked for me

  • @donglesband
    @donglesband 2 года назад

    You saved me from glitchy physics hell

  • @yesgames7753
    @yesgames7753 3 года назад

    Omg this is so good!!!!!!!!!!!!!

  • @draggmaste
    @draggmaste 3 года назад

    Hey! Great tutorials! But one thing, I've tried this tutorial now from scratch acouple of times. My character seem to jump the same distance, no matter how hard or light I press the jump button... Don't know if there's something I'm missing :(

    • @lerougeun4099
      @lerougeun4099 3 года назад

      Hey i got the same problem here did you find a solution ?

    • @lerougeun4099
      @lerougeun4099 3 года назад

      ok i found a fix don't worry !

    • @draggmaste
      @draggmaste 3 года назад

      @@lerougeun4099 I didn't find one :o Would you care to share?

    • @daniellete9049
      @daniellete9049 3 года назад +2

      @@draggmaste Make sure youre using GetButton instead of GetButtonDown when setting up the gravityScale and fallMultiplier. That did it for me

  • @TackleProd
    @TackleProd 3 года назад

    The linear drag is 0 when running, and 4 when standing still. When jumping, the height of the jump is affected by the values I mentioned. I don't know how to fix this problem.
    When standing still, I cant jump that high. only when running, I get max jumping potential. Anyone else getting this problem and know how to fix it?

    • @AnimusBehemoth
      @AnimusBehemoth 3 года назад

      I had that problem before I made the changes to 'modifyPhysics' that includes changing the rigidBody gravityScale and drag values.

    • @TackleProd
      @TackleProd 3 года назад

      @@AnimusBehemoth Can You please share your code on how you fixed it? :)

    • @TackleProd
      @TackleProd 3 года назад +2

      Actually I found a better solution that doesnt mess with drag at all, but still gives that smooth movement.
      void MoveCharacter(float dir)
      //Dir is the control stick's input. 1 for right, -1 for left and all that.
      {
      Vector2 targetVelocity = new Vector2(dir * stats.maxSpeed, rb.velocity.y);
      //I have my maxSpeed in another script, but whatever.
      // And then smoothing it out and applying it to the character
      rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref stats.m_Velocity, stats.m_MovementSmoothing);
      //SMOOTH DAMP is the key! My Stats movement smoothing is set to 0.05f. Works both when accelerating and stopping.
      }

    • @TackleProd
      @TackleProd 3 года назад

      Forgot to say, the value of ref stats.m_Velocity is vector3.zero.

    • @AnimusBehemoth
      @AnimusBehemoth 3 года назад

      @@TackleProd That looks like an awesome solution! I'll have to try that

  • @tylermaxwell7599
    @tylermaxwell7599 4 года назад +1

    As soon as I added jumping i started sliding on the ground again after moving instead of coming to a halt like in the last tutorial

  • @rodrigofierro2212
    @rodrigofierro2212 4 года назад

    Guys, I need help. The part where the player has high jump and low jump isn't working. My code is the same as in the tutorial, but for some reason, when I press "jump" it only goes so high, no matter if I hold or just tap the button.

    • @efn5520
      @efn5520 4 года назад

      Use a tutorial called better jumping it will work

    • @todd345
      @todd345 4 года назад

      ya use blackthorn prod

  • @serpaolo7413
    @serpaolo7413 4 года назад

    When I run on the edge of platforms it "triggers" the squeeze animation, even though I wasn't even jumping, only running back and forth. Am I the only one with this issue? Any thoughts why?

    • @todd345
      @todd345 4 года назад

      are you still haveing this problem or did you fix it

  • @ibrahemrafee2397
    @ibrahemrafee2397 4 года назад

    great tutorial but how can I make him do double jump ??

    • @QvsTheWorld
      @QvsTheWorld 3 года назад +1

      Add propterties extraJumpTotal(starts at 0) and extraJumpMax(1 for a normal double jump and 2 for triple jump). Then, where you check for jumpTimer && onGround add and else if to see if you have extra jumps left.
      if(jumpTimer > Time.Time && onGround){
      jump();
      }else if(extraJumpTotal < extraJumpMax ){
      jump(); //

  • @TheCrippledWerewolf
    @TheCrippledWerewolf 4 года назад

    Now explain to me how to make a Bubsy 3D style jump and you will truly have become the master.

  • @dadosvk2854
    @dadosvk2854 4 года назад

    Please help me, how to make my own pixelart in some online app? ....

    • @janinmarquez-medina6265
      @janinmarquez-medina6265 4 года назад

      I would use Medibangpaint. I have photoshop and ClipStudio Paint and it its just a nicer free program in case you're still looking for one.

    • @dadosvk2854
      @dadosvk2854 4 года назад +1

      @@janinmarquez-medina6265 Thanks ♥️

  • @efn5520
    @efn5520 4 года назад +1

    Can Anyone help me i jump higher when i run than when i stand still

    • @todd345
      @todd345 4 года назад

      just do
      if (rb.velocity.x > .5){
      whatever you want
      }

    • @efn5520
      @efn5520 4 года назад

      @@todd345 i don't know what to write after that

    • @todd345
      @todd345 4 года назад

      @@efn5520 in "whatever you want" just make jumpSpeed go up by 1 or what ever you want.

    • @efn5520
      @efn5520 4 года назад

      @@todd345 My jump also got smaller when i stand still

    • @memoal-said5111
      @memoal-said5111 4 года назад

      I actually had the same issue as you did. My solution was to use a new boolean called "jumped" and set it to false. I added that boolean to the code that handles linear drag to stop the character from sliding. It's this piece of code you should have in your script if you followed the video fully.
      Void modifyPhysics() {
      ...
      If(Mathf.abs(direction.x) < 0.4 || changingDirection)
      ...
      Change the if statement to this instead:
      If ((Mathf.Abs(direction.x) < 0.4f || changingDirection) && !jumped)
      The jumped boolean turns true whenever the player pressed down the key that makes the character jump and the book turns first if the player touches the ground again.
      Also, add the bool inside your key press code that has the function Jump() BEFORE it so it works.
      I hope it works for you like it has for me.

  • @Litefeather_
    @Litefeather_ 2 года назад

    Wait where is the wall jump video?

  • @kaiser9321
    @kaiser9321 5 лет назад

    I don’t understand why you would make IEnumerators for your sprite squeezing when you could make separate animations for them and store them in a separate layer in your animator

  • @Linkforce98
    @Linkforce98 2 года назад

    Hey, nice Tutorial. I use your Script. The movement worked. But the Jump don't

  • @ZodakZach
    @ZodakZach 3 года назад

    The ray cast method to see if you’re grounded isn’t very good because u won’t be able to jump if your character id more than half way off a ledge u should really use boxcast

    • @hunterc4881
      @hunterc4881 3 года назад

      Did you watch the whole video?

  • @YourBoyDonald
    @YourBoyDonald 3 года назад +1

    I LIKED THIS VIDEO AND HE GOT 1K LIKES FIRST IT WAS 999

  • @evonescent5451
    @evonescent5451 2 года назад +1

    Suggestion:
    bool DirectionChanged => Mathf.Sign(HorizontalAxisValue) != Mathf.Sign(rb.velocity.x);
    Instead of:
    bool changingDirections = (HorizontalAxisValue > 0 && rb.velocity.x < 0) || (HorizontalAxisValue < 0 && rb.velocity.x > 0);
    🙂

  • @pvzdbanimations8866
    @pvzdbanimations8866 3 года назад

    2:23

  • @s4shrish
    @s4shrish 4 года назад

    14:32 "Since this is a QUARANTINE"
    Well, he's a fortuneteller with futuresight as well.

  • @BoltGoesPro
    @BoltGoesPro 3 года назад +1

    BTW GUYS, do not use a raycast, use a boxcast, it's similar to a raycast but it simulates a box so if you are still touching the ground but off the edge you will still be able to jump!!!!!

    • @emredesu
      @emredesu 3 года назад

      Thanks for the suggestion, that's much easier than writing complex code for 2 raycasts!

    • @BoltGoesPro
      @BoltGoesPro 3 года назад

      @@emredesu :) I have code and stuff always willing to help people if you have questions

    • @emredesu
      @emredesu 3 года назад

      @@BoltGoesPro I appreciate it! No questions for now, but I'll let you know if I have any c:

    • @BoltGoesPro
      @BoltGoesPro 3 года назад +1

      @@emredesu okay :)

    • @BoltGoesPro
      @BoltGoesPro 3 года назад +1

      @@emredesu I've had to fix many people as code online to use it efficiently.
      So if you ever want me to check it out, I like helping everyone: D

  • @SageNode
    @SageNode 4 года назад +4

    once again you rush and skip showing the animation transitions at the end of this video just like you did in the first video..... man

    • @BobrLovr
      @BobrLovr 4 года назад +1

      figure it out lmao its not hard.

  • @chosenvan
    @chosenvan 4 года назад

    hi there. first of all, thanks for this great tutorial. its very very useful for me.
    And second, I realised that you used a few second part of brackeys video at 1:30 but at the end of tutorial you didnt thank to him :)
    just reminding ;)
    thanks again for tutorial...

    • @abelhernandez9405
      @abelhernandez9405 4 года назад +3

      Those are all FREE STOCK ASSETS from the Asset Store. Why the fuck would he need to thank Brackeys?!

  • @marmikemp3767
    @marmikemp3767 3 года назад

    Nice but please use dark mode😭

  • @forgost1254
    @forgost1254 4 года назад

    u'r cool

  • @SageNode
    @SageNode 4 года назад +1

    What happened to see you next week!?

  • @SageNode
    @SageNode 4 года назад

    play the speed at 0.5 from 16:25 and he sounds drunk

  • @QuacIsHere
    @QuacIsHere 5 лет назад

    'Parameter onGround does not exist'

    • @pressstart6864
      @pressstart6864  5 лет назад

      Create an animation parameter called onGround

  • @linzenmeyer
    @linzenmeyer 3 года назад

    This uses the OLD input methods.