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Question Trying to make a double jump using Animation curve

Discussion in 'Scripting' started by unity_rK7KIy9mW4DiCw, Sep 4, 2023.

  1. unity_rK7KIy9mW4DiCw

    unity_rK7KIy9mW4DiCw

    Joined:
    Jun 25, 2023
    Posts:
    1
    Hi,

    I've managed to set my jump mechanic using a jump curve for a simple game I'm making using the below code:

    public AnimationCurve jumpCurve;
    float jumpTimer;
    float yPosition =0f;
    bool jumping;


    if (!jumping && Input.GetKeyDown(KeyCode.Space))
    jumping=true;
    if (jumping)
    {
    yPosition=jumpCurve.Evaluate(jumpTimer);
    jumpTimer += Time.deltaTime;
    if (jumpTimer>1f)
    {
    jumpTimer =0;
    jumping = false;
    }
    if (jumping && jumpTimer<1f)
    {
    yPosition=jumpCurve.Evaluate(jumpTimer);
    if (Input.GetKeyDown(KeyCode.Space)) // Check for spacebar input
    {
    // Start a new jump
    jumpTimer = 0;
    }
    }
    }


    This allows my character to jump, I can manipulate the height and snappiness of the jump itself and this bit:


    if (jumping && jumpTimer<1f)
    {
    yPosition=jumpCurve.Evaluate(jumpTimer);
    if (Input.GetKeyDown(KeyCode.Space)) // Check for spacebar input
    {
    // Start a new jump
    jumpTimer = 0;
    }

    Allows for a sort of a double-jump mid animation which is what I want to have but what happens is, it sort of reloads the animation curve, it doesn't do a 'new' jump from the point in the curve where I pressed Space again but from the very beginning. On screen it looks more like a second normal jump in quick succession instead of an actual double jump.
    Though I've started learning coding a couple of times for the past 10 years, I'm afraid my knowledge isn't sufficient to solve this. Any help is welcome!
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    - Do not TALK about code without posting it.
    - Do NOT post unformatted code.
    - Do NOT retype code. Use copy/paste properly using code tags.
    - Do NOT post screenshots of code.
    - Do NOT post photographs of code.
    - ONLY post the relevant code, and then refer to it in your discussion.

    Sounds like you wrote a bug... here's how you can fix it!

    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 for 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.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    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.

    If you want a functioning example of a multi-jump with coyote time and jump buffering, help yourself to this one:



    Full source located here:

    proximity_buttons is presently hosted at these locations:

    https://bitbucket.org/kurtdekker/proximity_buttons

    https://github.com/kurtdekker/proximity_buttons

    https://gitlab.com/kurtdekker/proximity_buttons

    https://sourceforge.net/projects/proximity-buttons/
     
  3. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,326
    Why would it start from the position where you press space? In your code you are just setting the y to exactly what's in the animation curve, so it's always going to start wherever the animation curve starts.