JumpForce









How do I use Jump Force
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: JumpAndRunMovement.cs Copy
52     void UpdateJumping()
53     {
54         if( Input.GetKey( KeyCode.Space ) == true && m_IsGrounded == true )
55         {
56             m_Animator.SetTrigger( "IsJumping" );
57             m_Body.AddForce( Vector2.up * JumpForce );
58             m_PhotonView.RPC( "DoJump", PhotonTargets.Others );
59         }
60     }
File name: MoveByKeys.cs Copy
37     public void FixedUpdate()
38     {
39         if (!photonView.isMine)
40         {
41             return;
42         }
43
44         if (Input.GetKey(KeyCode.A))
45         {
46             transform.position += Vector3.left*(this.Speed*Time.deltaTime);
47         }
48
49         if (Input.GetKey(KeyCode.D))
50         {
51             transform.position += Vector3.right*(this.Speed*Time.deltaTime);
52         }
53
54         // jumping has a simple "cooldown" time but you could also jump in the air
55         if (this.jumpingTime <= 0.0f)
56         {
57             if (this.body != null || this.body2d != null)
58             {
59                 // obj has a Rigidbody and can jump (AddForce)
60                 if (Input.GetKey(KeyCode.Space))
61                 {
62                     this.jumpingTime = this.JumpTimeout;
63
64                     Vector2 jump = Vector2.up*this.JumpForce;
65                     if (this.body2d != null)
66                     {
67                         this.body2d.AddForce(jump);
68                     }
69                     else if (this.body != null)
70                     {
71                         this.body.AddForce(jump);
72                     }
73                 }
74             }
75         }
76         else
77         {
78             this.jumpingTime -= Time.deltaTime;
79         }
80
81         // 2d objects can't be moved in 3d "forward"
82         if (!this.isSprite)
83         {
84             if (Input.GetKey(KeyCode.W))
85             {
86                 transform.position += Vector3.forward*(this.Speed*Time.deltaTime);
87             }
88
89             if (Input.GetKey(KeyCode.S))
90             {
91                 transform.position -= Vector3.forward*(this.Speed*Time.deltaTime);
92             }
93         }
94     }
File name: PlayerMoveScript.cs Copy
50  void Update () {
51
52   grounded = Physics2D.OverlapCircle(groundCheck.position, groundChecked, isGround);
53
54   if(transform.position.x > speedCount) {
55    speedCount += speedIncrease;
56    speedIncrease = speedIncrease * speedMultiplier;
57    moveSpeed = moveSpeed * speedMultiplier;
58   }
59
60   rigidbody.velocity = new Vector2 (moveSpeed, rigidbody.velocity.y);
61
62   if(Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) {
63
64    if(grounded) {
65     rigidbody.velocity = new Vector2 (rigidbody.velocity.x, jumpForce);
66     anim.SetTrigger ("Jump");
67     stopJumping = false;
68    }
69   }
70
71   if((Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0)) && !stopJumping) {
72    if(jumpTimeCounter > 0) {
73     rigidbody.velocity = new Vector2 (rigidbody.velocity.x, jumpForce);
74     jumpTimeCounter -= Time.deltaTime;
75    }
76   }
77
78   if(Input.GetKeyUp (KeyCode.Space) || Input.GetMouseButtonUp(0)) {
79    jumpTimeCounter = 0;
80    stopJumping = true;
81   }
82
83   if(grounded) {
84    jumpTimeCounter = jumpTime;
85   }
86
87
88   scoreCount += pointsPerSeconds = Time.deltaTime;
89
90   if(scoreCount > highScoreCount) {
91    highScoreCount = scoreCount;
92
93   }
94   scoreText.text = "Score: " + Mathf.Round(scoreCount);
95
96  }
File name: PlayerMoveScript.cs Copy
98  void OnCollisionEnter2D(Collision2D target) {
99   if(target.gameObject.tag == "died" || target.gameObject.tag == "Crates") {
100    jumpForce = 0;
101    scoreCount = 0;
102    anim.SetTrigger ("Died");
103    scoreText.gameObject.SetActive (false);
104    audioSource.PlayOneShot (diedClip);
105    FindObjectOfType ().gameOver (Mathf.RoundToInt(highScoreCount), coinScore);
106    FindObjectOfType ().ifPlayerDiedCoinScore(coinScore);
107    FindObjectOfType ().ifPlayerDiedScore (Mathf.RoundToInt(highScoreCount));
108   }
109  }

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