#Velocity2D
1 messages · Page 1 of 1 (latest)
This for jumping
if(Input.GetKeyDown(KeyCode.Space) && isGrounded) {
rb.velocity = new Vector2(rb.velocity.x,jumpForce);
}
if(Input.GetKeyUp(KeyCode.Space) && rb.velocity.y > 0) {
rb.velocity = new Vector2(rb.velocity.x,rb.velocity.y * 0.01f);
}```
And the problem becomes at the Jump in the keyup function
Like it sometimes dosnt care about it even If I press short time
Basically what it does its jump by a certain velocity and limit the velocity to cmake the object fall if you stop clicking early
I think setting the velocity to many times its ruining it but Idk
I think I fixed it putting all in Update instead for FixedUpdate but why it is supposed to be better fixed update for physics