I'm making a 2D platformer with Unity. I want to support both keyboard and gamepad, so I'm using the new Input System and Player Input component with invoke unity events behaviour. I defined two variables called GroundedRememeber and JumpPressedRemember and basically they work like timers and check if the player leaves the ground and then the player can jump when he is near the ground without need to touch it. But the problem is that these timers are not working and the player can jump forever when I press jump button rapidly.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour, PlayerInputActions.IPlayerActions
{
private PlayerInputActions controls;
private Rigidbody2D rb;
private Animator anim;
private bool facingRight = true;
private Vector2 moveInput;
[SerializeField] private float jumpForce;
float JumpPressedRemember = 0;
[SerializeField] float JumpPressedRememberTime = 0.2f;
float GroundedRemember = 0;
[SerializeField] float GroundedRememberTime = 0.25f;
[SerializeField] float HorizontalAcceleration = 1;
[SerializeField] [Range(0, 1)] float HorizontalDampingBasic = 0.5f;
[SerializeField] [Range(0, 1)] float HorizontalDampingWhenStopping = 0.5f;
[SerializeField] [Range(0, 1)] float HorizontalDampingWhenTurning = 0.5f;
[SerializeField] [Range(0, 1)] float JumpHeight = 0.5f;
private void Awake()
{
controls = new PlayerInputActions();
controls.Player.SetCallbacks(this);
}
void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
void PlayerInputActions.IPlayerActions.OnMove(InputAction.CallbackContext context)
{
moveInput = context.ReadValue<Vector2>();
}
void PlayerInputActions.IPlayerActions.OnJump(InputAction.CallbackContext context)
{
jumpForce = context.ReadValue<float>();
switch (context.phase)
{
case InputActionPhase.Performed:
this.Jump();
break;
}
}
void PlayerInputActions.IPlayerActions.OnShoot(InputAction.CallbackContext context)
{
}
public void Jump()
{
rb.AddForce(Vector2.up * this.jumpForce, ForceMode2D.Force) ;
}
void FixedUpdate()
{
if(facingRight == false && moveInput.x > 0){
Flip();
}else if (facingRight == true && moveInput.x < 0){
Flip();
}
}
void Flip(){
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
void OnEnable()
{
controls.Enable();
}
void OnDisable()
{
controls.Disable();
}
void Update()
{
Vector2 GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
Vector2 GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
bool Grounded = Physics2D.OverlapBox(GroundedBoxCheckPosition, transform.localScale, 0);
GroundedRemember -= Time.deltaTime;
if (Grounded)
{
GroundedRemember = GroundedRememberTime;
}
JumpPressedRemember -= Time.deltaTime;
if (controls.Player.Jump.triggered)
{
JumpPressedRemember = JumpPressedRememberTime;
}
if (controls.Player.Jump.triggered)
{
if (rb.velocity.y > 0)
{
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * JumpHeight);
}
}
if ((JumpPressedRemember > 0) && (GroundedRemember > 0))
{
JumpPressedRemember = 0;
GroundedRemember = 0;
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
}
float HorizontalVelocity = rb.velocity.x;
HorizontalVelocity += moveInput.x;
if (Mathf.Abs(moveInput.x) < 0.01f)
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenStopping, Time.deltaTime * 10f);
else if (Mathf.Sign(moveInput.x) != Mathf.Sign(HorizontalVelocity))
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenTurning, Time.deltaTime * 10f);
else
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingBasic, Time.deltaTime * 10f);
rb.velocity = new Vector2(HorizontalVelocity, rb.velocity.y);
}
}
grounded
somewhere to check that it's detecting ground and only ground? YourOverlapBox
query looks like it would return true by detecting the player's own collider. \$\endgroup\$