Not able to make Wall Jump properly









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I am trying to make my player jump from wall. I know I can do that by adding force in opposite direction. but my player is jumping weirdly and I tried to solve it by reading and watching tutorial but can't do it by myself. I think I need more professional and experienced mind to solve this.



I have 2 script one take care of wall jump and other script is responsible for movement and jump from ground and in this script i have applied if I pressed button longer player will jump higher.



This is the PlayerScript



public class PLayer : MonoBehaviour 


float input;
public float moveSpeed = 10;
bool jumpButtonPressed = false;

float startingMoveSpeed;
[Tooltip("move Speed when player jump")]
public float jumpMoveSpeedDecrementor = 3;
public float jumpForce = 10;
Rigidbody2D rgbd;
float groundCheckRadius = 0.1f;
[HideInInspector]
public bool grounded,wallJump;
bool isJumping;



// Use this for initialization
void Start ()

startingMoveSpeed = moveSpeed;
wallJump = false;

private void Update()

if (!jumpButtonPressed)

jumpButtonPressed = Input.GetKeyDown(KeyCode.Z);




// Update is called once per frame
void FixedUpdate ()

if (Input.GetKeyUp(KeyCode.Z))

isJumping = false;





}


This is the second script which take care of the wall jump.I have added physics material to the wall with 0.02f friction.



public class WallJump : MonoBehaviour 
PLayer player;
public float rayDistance;
public int speed = 20;
public int speedY=300;
public LayerMask playerLayer;
// Use this for initialization
void Start ()
player = GetComponent<PLayer>();


// Update is called once per frame
void Update ()
//ray should not collide with the self
Physics2D.queriesStartInColliders= false;
//ray cast
RaycastHit2D hit = Physics2D.Raycast(transform.position,Vector2.right*transform.localScale.x, rayDistance);
//if hit wall and jump
if (Input.GetKeyDown(KeyCode.Z ) && !player.grounded && hit.collider.tag=="wall")

player.wallJump = true;
Debug.Log("adding force");
//add force in -X and y direction
GetComponent<Rigidbody2D>().AddForce(new Vector2(speedY*hit.normal.x,speedY),ForceMode2D.Impulse);
// GetComponent<PLayer>().flipUsingScale();

else

player.wallJump = false;




private void OnDrawGizmos()

Gizmos.color = Color.green;
Gizmos.DrawLine(transform.position, transform.position+ Vector3.right * transform.localScale.x * rayDistance);





Thank you for reading and helping immature programmer like me.



Jump error










share|improve this question



























    up vote
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    down vote

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    I am trying to make my player jump from wall. I know I can do that by adding force in opposite direction. but my player is jumping weirdly and I tried to solve it by reading and watching tutorial but can't do it by myself. I think I need more professional and experienced mind to solve this.



    I have 2 script one take care of wall jump and other script is responsible for movement and jump from ground and in this script i have applied if I pressed button longer player will jump higher.



    This is the PlayerScript



    public class PLayer : MonoBehaviour 


    float input;
    public float moveSpeed = 10;
    bool jumpButtonPressed = false;

    float startingMoveSpeed;
    [Tooltip("move Speed when player jump")]
    public float jumpMoveSpeedDecrementor = 3;
    public float jumpForce = 10;
    Rigidbody2D rgbd;
    float groundCheckRadius = 0.1f;
    [HideInInspector]
    public bool grounded,wallJump;
    bool isJumping;



    // Use this for initialization
    void Start ()

    startingMoveSpeed = moveSpeed;
    wallJump = false;

    private void Update()

    if (!jumpButtonPressed)

    jumpButtonPressed = Input.GetKeyDown(KeyCode.Z);




    // Update is called once per frame
    void FixedUpdate ()

    if (Input.GetKeyUp(KeyCode.Z))

    isJumping = false;





    }


    This is the second script which take care of the wall jump.I have added physics material to the wall with 0.02f friction.



    public class WallJump : MonoBehaviour 
    PLayer player;
    public float rayDistance;
    public int speed = 20;
    public int speedY=300;
    public LayerMask playerLayer;
    // Use this for initialization
    void Start ()
    player = GetComponent<PLayer>();


    // Update is called once per frame
    void Update ()
    //ray should not collide with the self
    Physics2D.queriesStartInColliders= false;
    //ray cast
    RaycastHit2D hit = Physics2D.Raycast(transform.position,Vector2.right*transform.localScale.x, rayDistance);
    //if hit wall and jump
    if (Input.GetKeyDown(KeyCode.Z ) && !player.grounded && hit.collider.tag=="wall")

    player.wallJump = true;
    Debug.Log("adding force");
    //add force in -X and y direction
    GetComponent<Rigidbody2D>().AddForce(new Vector2(speedY*hit.normal.x,speedY),ForceMode2D.Impulse);
    // GetComponent<PLayer>().flipUsingScale();

    else

    player.wallJump = false;




    private void OnDrawGizmos()

    Gizmos.color = Color.green;
    Gizmos.DrawLine(transform.position, transform.position+ Vector3.right * transform.localScale.x * rayDistance);





    Thank you for reading and helping immature programmer like me.



    Jump error










    share|improve this question

























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      I am trying to make my player jump from wall. I know I can do that by adding force in opposite direction. but my player is jumping weirdly and I tried to solve it by reading and watching tutorial but can't do it by myself. I think I need more professional and experienced mind to solve this.



      I have 2 script one take care of wall jump and other script is responsible for movement and jump from ground and in this script i have applied if I pressed button longer player will jump higher.



      This is the PlayerScript



      public class PLayer : MonoBehaviour 


      float input;
      public float moveSpeed = 10;
      bool jumpButtonPressed = false;

      float startingMoveSpeed;
      [Tooltip("move Speed when player jump")]
      public float jumpMoveSpeedDecrementor = 3;
      public float jumpForce = 10;
      Rigidbody2D rgbd;
      float groundCheckRadius = 0.1f;
      [HideInInspector]
      public bool grounded,wallJump;
      bool isJumping;



      // Use this for initialization
      void Start ()

      startingMoveSpeed = moveSpeed;
      wallJump = false;

      private void Update()

      if (!jumpButtonPressed)

      jumpButtonPressed = Input.GetKeyDown(KeyCode.Z);




      // Update is called once per frame
      void FixedUpdate ()

      if (Input.GetKeyUp(KeyCode.Z))

      isJumping = false;





      }


      This is the second script which take care of the wall jump.I have added physics material to the wall with 0.02f friction.



      public class WallJump : MonoBehaviour 
      PLayer player;
      public float rayDistance;
      public int speed = 20;
      public int speedY=300;
      public LayerMask playerLayer;
      // Use this for initialization
      void Start ()
      player = GetComponent<PLayer>();


      // Update is called once per frame
      void Update ()
      //ray should not collide with the self
      Physics2D.queriesStartInColliders= false;
      //ray cast
      RaycastHit2D hit = Physics2D.Raycast(transform.position,Vector2.right*transform.localScale.x, rayDistance);
      //if hit wall and jump
      if (Input.GetKeyDown(KeyCode.Z ) && !player.grounded && hit.collider.tag=="wall")

      player.wallJump = true;
      Debug.Log("adding force");
      //add force in -X and y direction
      GetComponent<Rigidbody2D>().AddForce(new Vector2(speedY*hit.normal.x,speedY),ForceMode2D.Impulse);
      // GetComponent<PLayer>().flipUsingScale();

      else

      player.wallJump = false;




      private void OnDrawGizmos()

      Gizmos.color = Color.green;
      Gizmos.DrawLine(transform.position, transform.position+ Vector3.right * transform.localScale.x * rayDistance);





      Thank you for reading and helping immature programmer like me.



      Jump error










      share|improve this question















      I am trying to make my player jump from wall. I know I can do that by adding force in opposite direction. but my player is jumping weirdly and I tried to solve it by reading and watching tutorial but can't do it by myself. I think I need more professional and experienced mind to solve this.



      I have 2 script one take care of wall jump and other script is responsible for movement and jump from ground and in this script i have applied if I pressed button longer player will jump higher.



      This is the PlayerScript



      public class PLayer : MonoBehaviour 


      float input;
      public float moveSpeed = 10;
      bool jumpButtonPressed = false;

      float startingMoveSpeed;
      [Tooltip("move Speed when player jump")]
      public float jumpMoveSpeedDecrementor = 3;
      public float jumpForce = 10;
      Rigidbody2D rgbd;
      float groundCheckRadius = 0.1f;
      [HideInInspector]
      public bool grounded,wallJump;
      bool isJumping;



      // Use this for initialization
      void Start ()

      startingMoveSpeed = moveSpeed;
      wallJump = false;

      private void Update()

      if (!jumpButtonPressed)

      jumpButtonPressed = Input.GetKeyDown(KeyCode.Z);




      // Update is called once per frame
      void FixedUpdate ()

      if (Input.GetKeyUp(KeyCode.Z))

      isJumping = false;





      }


      This is the second script which take care of the wall jump.I have added physics material to the wall with 0.02f friction.



      public class WallJump : MonoBehaviour 
      PLayer player;
      public float rayDistance;
      public int speed = 20;
      public int speedY=300;
      public LayerMask playerLayer;
      // Use this for initialization
      void Start ()
      player = GetComponent<PLayer>();


      // Update is called once per frame
      void Update ()
      //ray should not collide with the self
      Physics2D.queriesStartInColliders= false;
      //ray cast
      RaycastHit2D hit = Physics2D.Raycast(transform.position,Vector2.right*transform.localScale.x, rayDistance);
      //if hit wall and jump
      if (Input.GetKeyDown(KeyCode.Z ) && !player.grounded && hit.collider.tag=="wall")

      player.wallJump = true;
      Debug.Log("adding force");
      //add force in -X and y direction
      GetComponent<Rigidbody2D>().AddForce(new Vector2(speedY*hit.normal.x,speedY),ForceMode2D.Impulse);
      // GetComponent<PLayer>().flipUsingScale();

      else

      player.wallJump = false;




      private void OnDrawGizmos()

      Gizmos.color = Color.green;
      Gizmos.DrawLine(transform.position, transform.position+ Vector3.right * transform.localScale.x * rayDistance);





      Thank you for reading and helping immature programmer like me.



      Jump error







      c# unity3d 2d game-physics






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      share|improve this question













      share|improve this question




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      edited Nov 9 at 2:45

























      asked Nov 8 at 7:45









      user5234003

      328




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