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Channel: Answers for "How to jump higher when you hold down with *touch* controls"
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Answer by DedValve

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I tried that but I can't wrap my head around how I'm suppose to put it in this code. This isn't code I wrote btw, I'm trying to build on top of it and make mobile touch controls. This is what I have in update: //physical button jump if (Input.GetButtonDown("Jump")){ //add touch to hold down here? StartJump(); } if (Input.GetTouch(0).phase == TouchPhase.Began){ StartJump(); } This is Fixed Update which runs how high the player goes based on how long the button was pressed: // If you need to hold the Jump input to jump higher... if (jumpType == JumpType.HoldToJumpHigher) { // When there is an initial jump... if (initialJump) { // ... set the y velocity to the player's initial jump value. float yVel = jumpFactor * (doubleJump ? holdToJumpHigher.initialDoubleJump : holdToJumpHigher.initialJump); And this is the start jump function: void StartJump(){ // If the jump button is pressed, jumps are allowed and the player is not dashing, sliding, on a ladder or crouching under an obstacle... if (!jump && jumps > 0 && !player.dashing && !player.sliding && !player.onLadder && (!player.crouching || (player.crouching && player.AllowedToStandUp()))) { // If the player is grounded... if (player.grounded) { // ... initialize jump. InitJump(); // If the player is not grounded and totalJumps is higher than 1... } else if(doubleJumping.totalJumps > 1) { // ... initialize jump if the Y velocity is inside the double jump window (or when there isn't a window). if (!doubleJumping.jumpWindow || (doubleJumping.jumpWindow && rigidbody2D.velocity.y > doubleJumping.jumpWindowMin && rigidbody2D.velocity.y

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