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[Part 1] Unable to jump

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  • #16295
    Yusuke Hanayama
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    I did everything exactly like in the first video of the tutorial series. Unfortunately, my character can´t jump and I just get the message “The field ‘PlayerController.jumpForce’ is set, but its value is never used. I linked my code here: Player Controller Code

    #16297
    Terence
    Level 31
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    Yusuke, you’ll need to post your code in text here. We can’t see the image you posted.

    #16299
    Yusuke Hanayama
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    Oh sorry I’m pretty new to this. Anyways, heres my code:

    <code>using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class PlayerController : MonoBehaviour
    {
        [Header("Horizontal Movement Settings")]
        private Rigidbody2D rb;
    
        [SerializeField] private float walkspeed = 10;
    
        private float xAxis;
    
        private float jumpForce = 10;
    
        // Start is called before the first frame update
        void Start()
        {
            rb = GetComponent<Rigidbody2D>();
        }
    
        // Update is called once per frame
        void Update()
        {
           GetInputs(); 
           Move();
        }
    
        void GetInputs()
        {
            xAxis = Input.GetAxisRaw("Horizontal");
        }
    
        private void Move()
        {
           rb.velocity = new Vector2(walkspeed * xAxis, rb.velocity.y);
        }
    
        }</code>
    #16302
    Chloe Lim
    Level 12
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    Hi, you need to add Jump() to your Update function I dont see the script you sent having the jump function, if the problem still persist, do send it here as well and we could further check what could be causing the issue

    has upvoted this post.
    #16303
    Yusuke Hanayama
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    Ok i’ll try it out! Thanks for the advice!

    #16572
    A_DONUT
    Level 7
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    It looks like the issue is that you have defined a jumpForce variable but haven’t implemented any jump functionality. Let’s add the necessary logic to handle jumping:


    Steps to Add Jumping Functionality:

    1. Capture Jump Input:
      Add a check to detect when the player presses the jump button (typically the spacebar).

    2. Apply Vertical Force:
      Use rb.AddForce() or set the rb.velocity to create an upward motion.

    3. Ground Detection:
      Ensure the player can only jump when they are on the ground to avoid infinite jumping (optional but recommended).


    Updated Code:

    csharp
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class PlayerController : MonoBehaviour
    {
        [Header("Horizontal Movement Settings")]
        private Rigidbody2D rb;
    
        [SerializeField] private float walkSpeed = 10f;
        [SerializeField] private float jumpForce = 10f;  // Ensure jumpForce is serialized if you want to edit it in the Inspector
    
        private float xAxis;
        private bool isGrounded;  // To check if the player is on the ground
    
        [SerializeField] private Transform groundCheck;  // Assign a ground check point in the Inspector
        [SerializeField] private LayerMask groundLayer;  // Assign the ground layer in the Inspector
    
        void Start()
        {
            rb = GetComponent<Rigidbody2D>();
        }
    
        void Update()
        {
            GetInputs();
            Move();
            Jump();  // Add the Jump function to the Update loop
        }
    
        void GetInputs()
        {
            xAxis = Input.GetAxisRaw("Horizontal");
        }
    
        private void Move()
        {
            rb.velocity = new Vector2(walkSpeed * xAxis, rb.velocity.y);
        }
    
        private void Jump()
        {
            // Check if the player is grounded before allowing them to jump
            isGrounded = Physics2D.OverlapCircle(groundCheck.position, 0.1f, groundLayer);
    
            if (Input.GetButtonDown("Jump") && isGrounded)
            {
                rb.velocity = new Vector2(rb.velocity.x, jumpForce);  // Apply upward velocity
            }
        }
    }
    <code></code>

    Important Points:

    1. Ground Detection:

      • groundCheck: Create an empty GameObject (child of the player) and position it at the player’s feet. Assign this to the groundCheck field in the Inspector.
      • groundLayer: Assign the ground layer to check for collisions with the ground (usually Default or a custom Ground layer).
    2. Jump Input:
      By default, Unity’s “Jump” input is mapped to the spacebar. Ensure this is configured in the Input Manager:

      • Go to Edit > Project Settings > Input Manager.
      • Ensure Jump is listed with Key: Space.
    3. Jump Force Warning:
      The warning “value never used” should disappear after you call jumpForce in the Jump() method.


    Optional Enhancements:

    • Double Jump: Implement logic to allow a second jump while in the air.
    • Animation Integration: Trigger jump animations when jumping or falling.
    • Coyote Time: Add a short grace period where the player can jump even if they’ve just left the ground.

    Let me know if you need help i am personal assistant of Terresqual!

    #17817
    juan muñozlemus
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    help i have in issue in the word position it says “float doesnt have a definition for position

    using UnityEngine;
    
    public class Playercontroller : MonoBehaviour
    {
        [Header("Horizontal Movement Settings")]
        private Rigidbody2D rb;
        [SerializeField] private float walkSpeed = 1;
        [SerializeField] private float jumpForce = 35;
        private float xAxis;
    
        private bool isGrounded;
        [Header("Ground Check Settings")]
    
        [SerializeField] private Transform groundCheckPoint;
        [SerializeField] private float groundCheck = 0.2f;
        [SerializeField] private LayerMask groundLayer;
    
    
        // Start is called once before the first execution of Update after the MonoBehaviour is created
        void Start()
        {
            rb = GetComponent<Rigidbody2D>();
        }
    
        // Update is called once per frame
        void Update()
        {
            GetInputs();
            Move();
            Jump();
        }
    
        void GetInputs()
        {
            xAxis = Input.GetAxisRaw("Horizontal");
        }
    
        private void Move()
        {
            rb.linearVelocity = new Vector2(walkSpeed * xAxis, rb.linearVelocity.y);
        }
    
    
        private void Jump()
        {
            isGrounded = Physics2D.OverlapCircle(groundCheck.position, 0.1f, groundLayer);
    
            if (Input.GetButtonDown("Jump") && isGrounded)
    
            {
                rb.velocity = new Vector2(rb.velocity.x, jumpForce);
            }
        }
    }
    #17818
    Ser Apustaja
    Level 6
    AI Assistant
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    The error you’re encountering, “float doesn’t have a definition for position,” is likely because you’re trying to access the position property of groundCheck, which you have declared as a Transform. However, in your Jump() method, you are mistakenly using groundCheck instead of groundCheckPoint.

    Here’s how you can fix this issue:

    1. Change the groundCheck variable in the Jump() method to groundCheckPoint.

    Here’s the corrected version of the Jump() method:

    private void Jump()
    {
        // Use groundCheckPoint instead of groundCheck
        isGrounded = Physics2D.OverlapCircle(groundCheckPoint.position, 0.1f, groundLayer);
    
        if (Input.GetButtonDown("Jump") && isGrounded)
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpForce);
        }
    }

    Additionally, make sure you replace the && with && for the logical AND operator in your if statement. The corrected line should look like this:

    if (Input.GetButtonDown("Jump") && isGrounded)

    With these changes, your code should work without the error you were experiencing.

    #17819
    juan muñozlemus
    Level 2
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    i have an issue with the word groundCheckY, and groundCheckX on the code down here

    using UnityEngine;
    
    public class Playercontroller : MonoBehaviour
    {
        [Header("Horizontal Movement Settings")]
        private Rigidbody2D rb;
        [SerializeField] private float walkSpeed = 1;
        [SerializeField] private float jumpForce = 35;
        private float xAxis;
    
        private bool isGrounded;
        [Header("Ground Check Settings")]
    
        [SerializeField] private Transform groundCheckPoint;
        [SerializeField] private float groundCheckY = 0.2f;
        [SerializeField] private float groundCheckX = 0.5f;
        [SerializeField] private LayerMask groundLayer;
    
    
        // Start is called once before the first execution of Update after the MonoBehaviour is created
        void Start()
        {
            rb = GetComponent<Rigidbody2D>();
        }
    
        // Update is called once per frame
        void Update()
        {
            GetInputs();
            Move();
            Jump();
        }
    
        void GetInputs()
        {
            xAxis = Input.GetAxisRaw("Horizontal");
        }
    
        private void Move()
        {
            rb.linearVelocity = new Vector2(walkSpeed * xAxis, rb.linearVelocity.y);
        }
    
    
        private void Jump()
        {
            isGrounded = Physics2D.OverlapCircle(groundCheckPoint.position, 0.1f, groundLayer);
    
            if (Input.GetButtonDown("Jump") && isGrounded)
    
            {
                rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
            }
        }
    }
    #17820
    Ser Apustaja
    Level 6
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    It looks like you are trying to use groundCheckY and groundCheckX in your code, but they are not being used anywhere yet. If you want to incorporate these variables into your ground checking logic, you might want to use them to define the size of the area in which you check for ground.

    Here’s an updated version of your Jump() method that uses groundCheckY and groundCheckX to create an area for checking if the player is grounded:

    private void Jump()
    {
        // Create a rectangle for ground checking using groundCheckY and groundCheckX
        isGrounded = Physics2D.OverlapBox(groundCheckPoint.position, new Vector2(groundCheckX, groundCheckY), 0f, groundLayer);
    
        if (Input.GetButtonDown("Jump") && isGrounded)
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpForce);
        }
    }

    In this code:

    • OverlapBox is used instead of OverlapCircle. It checks if there are any colliders within a rectangular area defined by the width (groundCheckX) and height (groundCheckY) centered at groundCheckPoint.position.
    • The 0f argument is the angle of rotation, which is not needed in this case, so we set it to zero.

    Make sure you also change the logical AND operator from && to && to avoid errors.

    This way, you can utilize the groundCheckY and groundCheckX fields for more precise ground checking. Ensure that your groundCheckPoint is positioned correctly in the game so that it checks the right area for ground detection.

    #17836
    Terence
    Level 31
    Keymaster
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    Your code should be:

    private void Jump()
    {
        isGrounded = Physics2D.OverlapCircle(groundCheckPoint.position, 0.1fgroundCheck, groundLayer);
    
        if (Input.GetButtonDown("Jump") && isGrounded)
    
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpForce);
        }
    }

    Do follow the naming of the variables in the videos / articles more closely. Otherwise, you will get a lot more issues later on.

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