I'm working on a 2.5D player controller right now, and there is a problem with my dash in midair. The dash works, but the character can't be completely controlled on the X axis after the dash is finished until they hit the ground. I want the player to have full control on the X axis right after the dash so that they can dodge appropriately.
void Update()
{
PlayerInput();
}
void FixedUpdate()
{
xMovement();
yMovement();
}
void PlayerInput()
{
//Registers X and Y movement
horizontalInput = Input.GetAxis("Horizontal");
verticalInput = Input.GetAxis("Vertical");
if (Input.GetButton("Run"))
{
isRunning = true;
}
else if (Input.GetButtonUp("Run"))
{
isRunning = false;
}
//Makes player jump by returning a bool value to "yMovement()" when pressed.
if (Input.GetButtonDown("Jump"))
{
jumpRequest = true;
}
if (Input.GetKeyDown(KeyCode.A))
{
if (doubleTapTime > Time.time && lastKeyCode == KeyCode.A)
{
StartCoroutine(Dash(1f));
Debug.Log("You dashed left");
}
else
{
doubleTapTime = Time.time + 0.5f;
}
lastKeyCode = KeyCode.A;
}
if (Input.GetKeyDown(KeyCode.D))
{
if (doubleTapTime > Time.time && lastKeyCode == KeyCode.D)
{
StartCoroutine(Dash(-1f));
Debug.Log("You dashed right");
}
else
{
doubleTapTime = Time.time + 0.5f;
}
lastKeyCode = KeyCode.D;
}
}
void xMovement()
{
//Makes player walk left and right
if (!isRunning && !isDashing)
{
transform.Translate(Vector3.left * walkSpeed * horizontalInput * Time.deltaTime);
}
//Makes player run left and right
else if (isRunning && !isDashing)
{
transform.Translate(Vector3.left * runSpeed * horizontalInput * Time.deltaTime);
}
}
void yMovement()
{
//Make player jump when Jump is pressed
if (jumpRequest)
{
playerRb.velocity = new Vector3(playerRb.velocity.x, jumpForce);
jumpRequest = false;
//playerRb.velocity = new Vector2(playerRb.velocity.x, playerRb.velocity.y * jumpForce);
}
//Makes player fall faster in general, and when the Jump button is released
if (playerRb.velocity.y < 0)
{
playerRb.velocity += Vector3.up * Physics.gravity.y * (fallMultiplyer - 1) * Time.deltaTime;
}
else if (playerRb.velocity.y > 0 && !Input.GetButton("Jump"))
{
playerRb.velocity += Vector3.up * Physics.gravity.y * (lowJumpMultiplyer - 1) * Time.deltaTime;
}
}
IEnumerator Dash(float direction)
{
isDashing = true;
playerRb.velocity = new Vector3(playerRb.velocity.x, .0f);
playerRb.velocity = new Vector3(dashDistance * direction, 0f, 0f);
playerRb.useGravity = false;
yield return new WaitForSeconds(.2f);
isDashing = false;
playerRb.useGravity = true;
Any tips on code optimization is also greatly appreciated. I'm still fairly new to coding and would rather learn appropriate coding habits before I have to unlearn bad ones. Thank you!
I think your issue is that you're using a Translation on
transform
for the x axis when on the yAxis you're actually using the velocity. Unity might have trouble dealing with both in a single "FixedUpdate" call. Or it might just not do what you expect.I would recommend sticking to velocity changes. So that would give something like