Unity 2D Platformer for Complete Beginners - #3 WALL JUMPING
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- Опубликовано: 3 авг 2024
- In this video we're gonna implement wall jumping for our 2D platformer.
➤ Complete project: github.com/nickbota/Unity-Pla...
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#pandemonium #unity2dplatformer #unitycompletebeginner
Tags: Unity 2D Platformer for Complete Beginners,unity complete beginner,unity complete beginner tutorial,unity 2020 complete beginner tutorial,Unity 2D player movement 2020,unity 2d platformer tutorial 2020,unity platformer complete beginner,unity sprite animation,platformer for complete beginners,unity wall jump,unity wall jumping,wall jumping,wall jumping platformer,Unity 2D Platformer episode 3,unity for complete beginners,unity 2d platformer,unity fireball
0:00 Intro
0:05 Cleaning up the code
0:51 Raycast & boxcast
3:10 Implementing boxcasting
4:10 Layers & layerMasks
6:35 Detecting wall collision
8:45 Sticking to walls
10:40 Climbing walls
15:21 Jumping Away from the wall
16:56 Final Result & Outro Игры
Just launched episode 4: ruclips.net/video/PUpC44Q64zY/видео.html
FAQ:
1. I don't recommend skipping this episode, there's some code here that we are going to use later on. If you don't want wall climbing just don't mark any objects with the Wall layer.
4:54 i am getting error here that
Assets\scripts\PlayerMovement.cs(35,38):error CS1503: Argument 2: cannot convert from 'method group' to 'bool'
plz tell me how to solve plz plz plz @Pandemonium Games sir plz plz plz
@@kastordark___ same problem
:( here is my code:
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private LayerMask groundLayer;
private Rigidbody2D body;
private Animator anim;
private BoxCollider2D boxCollider;
private void Awake()
{
//Grab refrences for rigidbody and animator from object
body = GetComponent();
anim = GetComponent();
boxCollider = GetComponent ();
}
private void Update()
{
float horizontalinput = Input.GetAxis("Horizontal");
body.velocity = new Vector2(Input.GetAxis("Horizontal") * speed, body.velocity.y);
//Flips Player When Moving Left Or Right
if (horizontalinput > 0.01f)
transform.localScale = Vector3.one;
else if (horizontalinput < 0.01f)
transform.localScale = new Vector3(-1, 1, 1);
if (Input.GetKey(KeyCode.Space) && isGrounded())
body.velocity = new Vector2(body.velocity.x, speed);
//Set animator parameters
anim.SetBool("run", horizontalinput != 0);
anim.SetBool("grounded", isGrounded);
}
private void Jump()
{
body.velocity = new Vector2(body.velocity.x, speed);
grounded = false;
}
private void onCollisionEnter2D(Collision2D collision)
{
}
private bool isGrounded()
{
RayCastHit2D raycastHit = Physics2D.Boxcast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundlayer);
return false;
}
Thanks a lot man!
I'm getting an unexpected behavior, could you please help me?
@@TechRebornFix have you found a fix yet?
someone help it saysThe name 'boxCollider' does not exist in the current context
One of the better tutorials on RUclips! While other youtubers just type code and expect you to already understand what it does, Pandemonium actually explains in detail each and every line of code!
I swear this is literally the only thing i've needed so far, i've tried tutorials in the past, however i found they never worked, or were very unoptimized. This tutorial is god tier.
even though I don't plan on adding wall jumping to my game, this is still, by far the best player movement tutorial I've seen!
Great stuff man. Thank you for delivering great content. Really to the point and your explanations are super helpful.
If your player is only moving up the wall instead of jumping off of it, remove this line in your update function:
body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);
At 0:10 it's line 19 in the video
Bro I wish I saw this before I removed my wallJumpCooldown. I thought that was the issue so now wall jumping works when you press space on a wall but there is no cooldown lol
well, hats off and thank you!
Thank you this fixed it for me.
I also had this problem but why does this work? How is unity still using the speed value to determine the character's speed even if the line isn't there anymore and speed is not used anymore? I'm very confused.
@@mapkocc At 9:12 he just moves that line of code under the wallJumpCooldown conditional, so speed is still being used. I forgot why I kept that line of code in the same spot as well instead of moving it like he did, but I assume its because I was following along while listening at that moment and didn't see him move that line of code when he did.
Keep doing what ur doing my dude! the grind will pay off
the quality of these vids is amazing! u put so much effort in this tutorial for FREEE! thx bro
This is a great tutorial! I made it all the way so far, and I'm even at the point where I'm changing some things to see what I like (a good way to tell if you understand).
I really enjoy the series and its very helpful. I can't wait for the 4th episode.
it's out now
Just found your Unity 2D videos. Super informative series, thank you!
Great tutorial really helped me! Keep up the good work
Just finished this one, such well made videos!
Thanks For The Tutorial I Can Learn Unity So Easley With These Tutorials Keep It Up!
Great video. I had an issue where my player was flying and posted a comment here, but editing it to say that I somehow missed that the isGrounded should get the `collider` property and check for null, not the raycastHit itself.
this guy needs more views and his channel is very underrated :)
Great really well made videos, thank you for this!
I'm really glad I kept a backup of my code before starting this. I don't want wall jumping, but figured "I'll follow this for the new jump method, and just get rid of the wall jumping later". The only thing I managed to do was make my jumping worse and break the animation. I even downloaded his code file and copied it into my game. Same thing. I don't know how I messed it up. I know I did a few things differently cause I knew easier ways from other tutorials (like just using "public" instead of "serialized field") The only thing I actually need is a way to stop sticking to walls (I was sticking to walls by just moving sideways and colliding with them in midair) before doing this tutorial.
This is the best platformer tutorial for a beginner by far!
Thanks, means a lot to hear that!
Now I found Tube's best tutorial. In the first episode, the texts that really came in handy. There has been insane work in them. Pandemoniun has given his all to the free side. All the other professionals at Tube have deliberately made mistakes that are capable of selling a $ 1,000 package, that is a robbery. I have been trying for seven months to get one tutorial to the finish. I've always been stuck. I got stuck in this tutorial 3 because I got some problem with [serializ ...]. I copied the code that Pandemonium had shared with us and got to continue again. This will be the first tutorial I will complete and I will give the Pandemonium an award. Thank you for a very good job. I wish there were more like you.
Really good Sketch :D :D
how the hell you have so few subscribers? This is the best tutorial about 2d platformers i have seen so far and i i have checked a lot of them including unity's official courses, Brackeys, Code Monkey etc.
Thank you! I don't have a lot of videos yet, this is the first series I have for now, but the channel is growing pretty quickly lately and I think it will grow even quicker once I start posting more good stuff.
@@PandemoniumGameDev i guess it's a new channel that's why. Keep more tutorials comin, i'm sure you'll have an explosion of subscribers!
i am starting my unity adventure whit this videos :D
This was very helpful
Solution for people who don't want wall jumping: For anybody having issues with buggy wall jumping: The character's hitbox sometimes gets confused I think and you can wall jump just by touching a surface. The easiest way to fix this is to change the "isGrounded" function from checking using raycasting to checking using Y velocity. Inside the isGrounded function, replace all the code with this:
if (body.velocity.y == 0)
return true;
else
return false;
That allows the player to ONLY jump when they aren't falling.
Not sure this is the best solution, but a more optimized code would be to just
return body.velocity.y == 0;
@@mapkocc fair enough - I switched it to a system that uses a raycast to the left and to the right. When a player jumps, it checks which direction they're facing and allows them to jump off the edge of any platform while still using IsGrounded()
For anyone that doesn't want to have to change the gravity scale in both the code and the editor when the player leaves the wall.
- Create a float variable called initialGravity (or anything you like)
- In the awake, set initialGravity = body.gravityScale
- Set the gravity in the else statement, when you de-attach from the wall, to the variable initialGravity
:)
Amazing outro, very Creative!!!
THANK GOD U PUT THE 3 EPISODE FULL THING IN THE DESC CUZ MY UNITY CRASHED AND ALL OF MY WORK GOT LOST
Pleasure, all episodes going forward will have a GitHub project available for download.
ı really got a insight about C# codes with this tutorial well explained thank u
Nice tutorial!
pretty cool man
nice tutorial !
thank you men.!!!!
hippety hoppety, your code is now my property.
no seriously thanks for putting out a great tutorial like this
I don't mind at all :D glad to help, make sure to check GitHub if you run into any issues
underated deserving more subskriber
Amazing videos
"So let's dive right in"
This is how you know this guy is legit
I am like #1000. Helpful video!
Awesome!!!..since this is a series ..it would be cool if you give recap of the previous episode (just a suggestion) :)
Great idea actually, thanks.
@@PandemoniumGameDev 😊
Super like once again 👍🏼👍🏼👍🏼👍🏼👍🏼
I'm loving the way you're explaining stuff sometimes with special texts, sometimes by opening the documentation page and etc.
Thanks a million for your effort ❤❤❤
hey @Pandemonium, you are really doing a nice job wow ! I was wondering, do you think you will teach the new input system for unity ? the state one
I was also wondering why the wall jump isn't working if the statement :
body.velocity = new Vector2 (horizontalInput*speed, body.velocity.y);
is after the if() for jumping [still inside the big if (wallJumpCoolDown > 0.2f) ]
The changes happen around 11:20. Thank you again for the tutorial, I'm glad to be able to learn with you !!
Thanks
Episode 4 pls LETSS GOO
out now
after completing at 6:07 my charakter wont jump, why is that so?
Hey will be there an tutorial on how to create an animation or an effect for walljumping? maybe after the basic is completed like extra episode on how to upgrade the game!
Are you gonna make a video on how to add a little cooldown thingy to wall jump and normal jump since it feels kinda weird like this when its spammable. Really appreciate t if you do keep up the good work.
also you can add a wall jump and hold animation, just to make it nicer. (pretty ez ngl)
If your player's jump animation stops working, I fixed mine by going into the animator's transition from Jump to Idle and enabling has exit time. Also set the transition duration to 0.
👌
You are my favorite coding youtuber! Because you actually bother explaining things and you've got a fun sense of humor. Stay safe my dude.
Thank you! I'm not sure I'd agree about the sense of humor though :D
@@PandemoniumGameDev It's a little humor and the fact that you can tell that you enjoy what you're doing.
There is something that I did not understand. Why are we using the raycast method instead of the box collider? They seem to do the same thing. What is the advantage of one on another? It seems that we can do the double jump without using raycast. Thanks in advance for your answers.
idk why but i didn't need the separate else statement code in 10:05 for releasing back to the ground, my character was not levitating without it and was indeed falling to ground, yet i still added it so that it dosen't cause any random problem further in tutorial, do you think my case is normal?
im actually very confused but on my second viewing, i saw myself more as narrator
Hey, follow-up query: even at the end of the tutorial my character stays stuck to the wall unless I specifically hit SPACE or use the arrow keys/A/D keys. It doesn't fall down on its own when on the wall. Do you think it could be an animation issue?
I even copied your code to a new file and tested it out to see if it was a coding error on my side.
That's how it's supposed to work. Were you expecting it to slide down?
@@PandemoniumGameDev Yes, I was. I mean, we did put in gravity as a parameter to the rigidbody, so I thought it might slide down automatically once it hits the wall.
@@rajatmusale1948 Nope, the gravity applies to the time when you are not on the wall. For the wall scenario we wrote body.gravityScale = 0; try changing the 0 value to something else and you should get the sliding to work.
In the first episode, the edit text suggested I make a jump variable to decide how high the character jumps. Is that preferable to changing the gravity scale?
Hello, @Pandemonium, I really liked your tutorials and I am very grateful for it. Could you help me to make the jump adjustable, that is, make a higher jump if I keep the spacebar button pressed and if I just hold down the spacebar button, the player jumps at a lower height. Thank you for your patience and for sharing your knowledge... see you...
Hey there, the next episode is scheduled for tomorrow and has exactly what you need.
Hi there, thanks so much for the tutorial. I was wondering if you could help me please. For some reason, when I wall jump, the player floats straight up for a few seconds, no matter what I set the vertical jump amount to. Thanks for any help
BR_BRAZIL AQUI MANO
obrigado pelas aulas
You're very welcome :)
What should I do if I want to remove wall jumping. I've tried removing parts of the script but cannot get it to work.
Im not sure whether this bug should be in ''my game'' at this point during this tutorial, but my character can make some sweet front- and backflips when jumping around menacingly.
but i seemed to have fixed it by adding Freeze rotation constraint on the Rigidbody of the player
@@Gijs9114 Yeah that's the solution, but hey, if you like them, you can try to leave them in :D
@@PandemoniumGameDev nah 2D super monkey ball ain't my jive :P
@@Gijs9114 THANK YOU I didn't know how to fix lol
When wall jumping without input from the horizontal axis, the character's x scale goes to 1. How do I change it so the size changes to my character's size instead of 1?
You've probably figured it out by now, but the same thing happened to me. Its because that Mathf.Sign function returns a 1 so you can just multiply it by the x scale of your character
transform.localScale = new Vector3(-Mathf.Sign(transform.localScale.x) * (your character's x-scale value), transform.localScale.y, transform.localScale.z);
@@omerocampos969 Thank you so much, this saved me!
@@jjrodrod6805 Glad I could help! Good luck on your project 😤👌
Thanks for the such detailed tutorial. and I have some questions : What transform.localScale in Jump() actually works? I understand that this code makes player flip when it jumped off the wall(to see opposite direction). But it wasn't. Maybe I misunderstood something...
Hi there, this is a super fun tutorial. I only have one issue that my player is behind the wall when doing the wall jumping. Any insight of how to fix this would be greatly appreciated.
Will need a video to understand the issue. Mind sending it on Discord?
Guessing this is too late but if other people have this problem then make sure to set your players order in layer to 1 or a value greater than the wall. This can be found by going to Player>Sprite Renderer>Additional Settings>Order in Layer.
Hi, for some reason the wall jump only works on one side of a wall, is that intentional or did i do something wrong?
Hi! First of all, thanks for the tutorial! I appreciate it! Its really helpful! ^^
Secondly, ive got my code working, but when i grab a wall on the left side, and i want to jump to the right, it feels very glitchy, and its really hard to make it work. Any idea, how i can improve on that?
I have this problem where if I cling on the left/right wall and then press the opposite key, the sprite flips, and then there is a delay before it starts moving again, do you know how to fix this?
Hello!
I don't understand why the player can't moove if the statement :
body.velocity = new Vector2 (horizontalInput*speed, body.velocity.y);
isn't in the statement :
if (walljumpCoolDown > 0.2f).
The code was typed at 09:15. Thank you for the great tutorial!
I was wondering, when I hold down the jump button, for me it''s W, my character just jumps forever, how do I set my character to jump only once even if I'm holding down W?
4:56 the groundlayer thing doesnt show up in the script on the right. Also even though our code is exactly the same, letter for letter, the player gets HUGE, is always in the jumping animation, and cant jump or wall jump at all.
Hello ! I have a small question. I want to make my character start on the ground at the very beginning of my game but as isGrounded() is not a boolean, I couldn't make it "true" at the beginning. How can I fix this? Thanks so much.
Hello, instead of wall jumping, my character climbs repeatedly like a sniper rifle. What should I do ? Can you help me if I send a video from Discord?
Hi, do you know why my character lost his jumping animation when I did the part with the sticking to walls, I am so confused, the issue is in code I guess, here s the code:
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask wallLayer;
private Rigidbody2D body;
private Animator anim;
private BoxCollider2D boxCollider;
private float wallJumpCooldown;
private void Awake()
{
// referencie pre rigidbody a animator aka animaciu
body = GetComponent();
anim = GetComponent();
boxCollider = GetComponent();
}
private void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);
// otoci nam to hraca
if (horizontalInput > 0.01f)
transform.localScale = new Vector3(2, 2, 1);
else if (horizontalInput < -0.01f)
transform.localScale = new Vector3(-2, 2, 1);
if (Input.GetKey(KeyCode.Space))
body.velocity = new Vector2(body.velocity.x, speed);
// jump shit ... if (Input.GetKey(KeyCode.Space) && isGrounded())
// ... Jump();
//set animator parametre
anim.SetBool("run", horizontalInput != 0);
anim.SetBool("grounded", isGrounded());
// wall jump logic false true
if(wallJumpCooldown < 0.2f)
{
if (Input.GetKey(KeyCode.Space) && isGrounded())
Jump();
body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);
if(onwall() && !isGrounded())
{
body.gravityScale = 0;
body.velocity = Vector2.zero;
}
else
body.gravityScale = 3;
}
else
wallJumpCooldown += Time.deltaTime;
}
private void Jump()
{
body.velocity = new Vector2(body.velocity.x, speed);
anim.SetTrigger("jump");
//grounded = false;
}
private void OnCollisionEnter2D(Collision2D collision)
{
//if(collision.gameObject.tag == "Ground")
// grounded = true;
}
private bool isGrounded()
{
// ako keby vystreli lazer k objektu a zisti jeho hodnoty true fasle ked narazi na colider raycats
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundLayer);
return raycastHit.collider != null;
}
private bool onwall()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x, 0), 0.1f, wallLayer);
return raycastHit.collider != null;
}
}
thanks for every tips
Im having issues where when adding the last line shown in this video, the player stops flipping on the x axis, any tips?
10:35 My player is sticking to the wall even when I press the right arrow which should make it stop sticking. I think that it's related to the collision detection, since I had to use a capsule collider and the collision detection isn't working perfectly. (I have to use a capsule collider since my player was sticking to the ground)
A bit late but I set the edge radius of the box colliders(on my walls, not the character) to a very small number like 0.025 and it seems to solve the issue. Dont know if adding edge radius to character solves the problem.
Also for anyone who needs it. If your character start spinning while moving you can tick "lock rotation, z" option under rigidbody/constraints for the character
At 9:14 he cuts the line " body.velocity = new Vector2(horizontalInput * speed, body.velocity.y); " from the start of the update method to enclosed within an if statement. I had that line twice since I didn't notice it was cut and it prevents the clean push off the wall from happening when climbing. Putting this here for any future people who also get confused :)
@@cBrnnn thank youuuu!! I had lots of problems because of that
What does the wallJumpCooldown do exactly? I'm having a hard time visualizing it. Mostly the part of the code that says "if (wallJumpCooldown > 0.2f)" and the other part that says "wallJumpCooldown += Time.deltaTime;"
It's a timer that prevents you to do wall jumps infinitely so we check if 0.2 seconds have passed since the last wall jump before allowing the player to do another one. If we don't use this you would be able to just fly up the wall, try replacing 0.2f with 0 and you'll see.
@@PandemoniumGameDev i also have a hard time understanding this one, how does the code know that the value is a cooldown? which line is for the countdown from 0.2 to 0?
@@PandemoniumGameDev Hi, I took a break from learning because of other things, and now I'm back. Anyways, I'm still confused about wallJumpCooldown. I see that it's been initalized in that class's field but it it not declared anywhere in the code with an explicit value. So, how is does wallJumpCooldown > 0.2f true when we don't even assign a value to wallJumpCooldown?
@@overlydedicated2794 wallJumpCooldown starts of at a value o 0 when you start the game. Then we increase it during every frame by using this line: wallJumpCooldown += Time.deltaTime;
So basically wallJumpCooldown is a timer.
Now every time you perform a wall jump wallJumpCooldown becomes 0, and we use wallJumpCooldown > 0.2f to make sure that 0.2 seconds have passed before we allow the player to perform another wall jump. Does this help?
@@PandemoniumGameDev @Pandemonium Ok. Now I understand. I didn't know it started with a default value of 0. Thank you for the explanation. 😁
hey uh, i have some issues please help. Sometimes when i jump onto the walls i stick to them, even when i press A or D to go to the opposite direction, i still can't get off the wall. I've tried to fix but i couldn't get it right. :((
My player gets stuck once he falls on on the ground. Left and right is not working. Only jumping it works. Any idea why?
Found it looks like when defining the player rigid body we can have problems with walljump code part from update method.
can you help me make it play an animation when the player sticks to a wall?
how can i add animations like wall grab? also my jumping became infinite
Bro so what do i do when the Wall object and Fireball object disappear ? Im sure I saved and I closed Unity, opening it and saw that those two object were gone ?
Hi there, I have a question.. My player isnt getting pushed away from a wall.. I didn't find any issue in code nor in the unity itself.. any ideas?
What do I do if I want the Mathf thing to return more than 1 or -1?
One problem, when I jump on a wall, then go above the sky limit, it flips the character over :)
freeze tha z axis on the rigid body component
when you copied and pasted at 6:40 the row number skipped one number. meaning the new private bool starts at row 53, when I do it, it starts at row 54, how do you make rows that skip numbers? if you get what I mean
@Pandemonium, how do I fix this error: The modifier "private" is not valid for this item
Great vid, but I'm having a problem where I can't jump up the wall. It only lets me jump outward. Do you possibly know what I've done wrong?
edit: nevermind I just forgot to take the float out before one of the horizontal inputs
I had the same problem and fixed it by removing float as well haha
heyy can you point out exactly where you took the float out I seem to be having the same problem thanks!
My player jumps at different height, sometimes flying away from a screen;
I tried add vector to vertical velocity, change force methods, change GetKey for GetKeyDown. With some of them it feels better sometimes but then he again jump to the space;
3:24 (just a timestamp i'm keeping for myself)
May i ask you did you go to university in order to learn all of these parts of Unity or its a self-taught lessons from online?
I added platforms in my game and whenever I touch them, my player begins spinning wildly. Any fixes?
You need to freeze the rotation in the rigidbody component.
@@PandemoniumGameDev u freaking god
I dont know why but when I write the raycasting and boxcasting from the beginning of the video I have an error message that im missing a ; and when I place it there I get 4 different errors. Can anyone tell me what am I doing wrong?
I want my character to climb the wall by jumping from one wall to another wall like the prince of Persia wall climb. Can u guide
Hi i dont know if you are still replying to comments but the tag "Grounded" doesnt appear in the Ground layer variable
My player is not playing jump animation sometimes after implementing the new jump system.
so I was busy on the tutorial. got a storm. saved and then shut off my pc. storm was done. launched unity. it told me the project was already running when nothing was open. it opened the project after saying that. all my hierarchy was gone and some things I did before shutting off was still there. I don't know what unity did
for some reason my code isn't changing color on line 62 else if (onWall() && !isGrounded()) and I get a compilation error, why did this happen?
if it can help you:
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask WallLayer;
[SerializeField] private float speedump;
private Rigidbody2D body;
private Animator anim;
private BoxCollider2D boxCollider;
private float walljumpcooldown;
private float horizontalinput;
private void Awake()
{
body = GetComponent();
anim = GetComponent();
boxCollider = GetComponent();
}
private void Update()
{
horizontalinput = Input.GetAxis("Horizontal");
if (horizontalinput > 0.01f)
transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
else if (horizontalinput < -0.01f)
transform.localScale = new Vector3(-0.5f, 0.5f, 0.5f);
anim.SetBool("run", horizontalinput != 0);
anim.SetBool("grounded" ,isGrounded());
if (walljumpcooldown < 0.2f)
{
body.velocity = new Vector2(horizontalinput * speed, body.velocity.y);
if (OnWall() && isGrounded())
{
body.gravityScale = 0;
body.velocity = Vector2.zero;
}
else
body.gravityScale = 5;
if (Input.GetKey(KeyCode.Space))
Jump();
}
else
walljumpcooldown += Time.deltaTime;
}
void Jump()
{
if (isGrounded()) {
body.velocity = new Vector2(body.velocity.x, speedump);
anim.SetTrigger("jump");
}
else if (OnWall() && !isGrounded())
{
if(horizontalinput == 0)
{
body.velocity = new Vector2(-Mathf.Sign(transform.localScale.x) * 10, 0);
transform.localScale = new Vector3(-Mathf.Sign(transform.localScale.x), transform.localScale.y, transform.localScale.z);
}
else
body.velocity = new Vector2(-Mathf.Sign(transform.localScale.x) * 3, 6);
walljumpcooldown = 0;
}
}
private void OnCollisionEnter2D(Collision2D col)
{
}
private bool isGrounded()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size,0,Vector2.down,0.1f,groundLayer);
return raycastHit.collider != null;
}
private bool OnWall()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x,0 ), 0.1f, WallLayer);
return raycastHit.collider != null;
}
}
Hey, if you're still replying to comments on this video, after adding the code from the jumping away from the wall segment, my character can jump a little bit in the air and I also can't jump whilst on the wall still. Any idea of how I can fix this?
Will need to see a video to understand the issue. DM me on discord
@@PandemoniumGameDev Same problem. If you know solution. Im waiting for it.
Edit: Almost fixed. Just jumping a little bit on the wall.
Just started following along to your videos (amazing stuff by the way!) I'm finding an issue that after deleting "float" from the horizontalInput line suddenly I can't move or jump anymore any help would be appreciated
I think you didn't create a new variable for it so it's giving you an error but I need to see your code and your console to be sure.
@@PandemoniumGameDev I went back and rewatched the video- turns out I missed a line when typing things out, it works perfect now
Hey. I hope that u still keep replying comments. When im at the top of wall and im touching ground, if i slip of the edge with out jumping my Player is stuck to the down wall but he is with the Running Animation. Any advice? thank you ❤
I did the exact same things but my character cannot jump while hanging to the wall. what should I do?