Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Question Infinite Jumping (cannot fix)

Discussion in 'Scripting' started by DADRY, Apr 8, 2023.

  1. DADRY

    DADRY

    Joined:
    Mar 5, 2022
    Posts:
    2
    Hello, I am new to Unity. I have been following tutorials on YouTube to try to make my 3D Platformer, so I am learning the ropes. Anyways I was wondering whether you could help me fix my code. The problem is whenever I press start my character jumps forever and does not wait for the button to be pressed; if I change the jumpForce variable it makes the acceleration of how fast I go in the air faster. Please help.

    Below is the script.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class PlayerMovement : MonoBehaviour
    {
    public float moveSpeed;
    public Rigidbody theRb;
    public float jumpForce;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
    {
    theRb.velocity = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, theRb.velocity.y, Input.GetAxis("Vertical") * moveSpeed);


    if (Input.GetButtonDown("Jump"))
    {
    }
    theRb.velocity = new Vector3(theRb.velocity.x, jumpForce, theRb.velocity.z);
    }
    }
    }
     
  2. elpatrongames69

    elpatrongames69

    Joined:
    Mar 2, 2023
    Posts:
    39
    I recommend you to learn c# basics before watching game tutorials or you will find it very difficult.
    The problem is because you didn't put your code inside if statement. Its updating every frame because of that.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class PlayerMovement : MonoBehaviour
    6. {
    7.     public float moveSpeed;
    8.     public Rigidbody theRb;
    9.     public float jumpForce;
    10.  
    11.     // Start is called before the first frame update
    12.     void Start()
    13.     {
    14.  
    15.     }
    16.  
    17.     // Update is called once per frame
    18.     void Update()
    19.     {
    20.        
    21.             theRb.velocity = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, theRb.velocity.y, Input.GetAxis("Vertical") * moveSpeed);
    22.  
    23.  
    24.             if (Input.GetButtonDown("Jump"))
    25.             {
    26.                 theRb.velocity = new Vector3(theRb.velocity.x, jumpForce, theRb.velocity.z);
    27.             }
    28.        
    29.     }
    30. }
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,945
    Time for you to pick up the next rope: DEBUGGING!

    Yes, it is time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  4. DADRY

    DADRY

    Joined:
    Mar 5, 2022
    Posts:
    2
    I have done that I just copied and pasted the code.