FAQ: 1. I don't recommend skipping this episode, there's some code here that we are going to use later on. If you don't want wall climbing just don't mark any objects with the Wall layer. ● Support the channel on Patreon or UA-cam: www.patreon.com/pandemonium_games ua-cam.com/channels/pkMj5b5kl2_YApDvgUCVQQ.htmljoin ● Subscribe to the Weekly Pandemonium Newsletter: www.pandemonium-games.com/#:~:text=About%20Me-,Weekly%20Pandemonium,-Subscribe%20to%20our
4:54 i am getting error here that Assets\scripts\PlayerMovement.cs(35,38):error CS1503: Argument 2: cannot convert from 'method group' to 'bool' plz tell me how to solve plz plz plz @Pandemonium Games sir plz plz plz
@@kastordark___ same problem :( here is my code: using UnityEngine; public class PlayerMovement : MonoBehaviour { [SerializeField] private float speed; [SerializeField] private LayerMask groundLayer; private Rigidbody2D body; private Animator anim; private BoxCollider2D boxCollider; private void Awake() { //Grab refrences for rigidbody and animator from object body = GetComponent(); anim = GetComponent(); boxCollider = GetComponent (); }
private void Update() { float horizontalinput = Input.GetAxis("Horizontal"); body.velocity = new Vector2(Input.GetAxis("Horizontal") * speed, body.velocity.y); //Flips Player When Moving Left Or Right if (horizontalinput > 0.01f) transform.localScale = Vector3.one; else if (horizontalinput < 0.01f) transform.localScale = new Vector3(-1, 1, 1); if (Input.GetKey(KeyCode.Space) && isGrounded()) body.velocity = new Vector2(body.velocity.x, speed); //Set animator parameters anim.SetBool("run", horizontalinput != 0); anim.SetBool("grounded", isGrounded); } private void Jump() { body.velocity = new Vector2(body.velocity.x, speed); grounded = false; } private void onCollisionEnter2D(Collision2D collision) { } private bool isGrounded() { RayCastHit2D raycastHit = Physics2D.Boxcast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundlayer); return false; }
One of the better tutorials on UA-cam! While other youtubers just type code and expect you to already understand what it does, Pandemonium actually explains in detail each and every line of code!
I swear this is literally the only thing i've needed so far, i've tried tutorials in the past, however i found they never worked, or were very unoptimized. This tutorial is god tier.
If your player is only moving up the wall instead of jumping off of it, remove this line in your update function: body.velocity = new Vector2(horizontalInput * speed, body.velocity.y); At 0:10 it's line 19 in the video
Bro I wish I saw this before I removed my wallJumpCooldown. I thought that was the issue so now wall jumping works when you press space on a wall but there is no cooldown lol
I also had this problem but why does this work? How is unity still using the speed value to determine the character's speed even if the line isn't there anymore and speed is not used anymore? I'm very confused.
@@markos_aki At 9:12 he just moves that line of code under the wallJumpCooldown conditional, so speed is still being used. I forgot why I kept that line of code in the same spot as well instead of moving it like he did, but I assume its because I was following along while listening at that moment and didn't see him move that line of code when he did.
I'm really glad I kept a backup of my code before starting this. I don't want wall jumping, but figured "I'll follow this for the new jump method, and just get rid of the wall jumping later". The only thing I managed to do was make my jumping worse and break the animation. I even downloaded his code file and copied it into my game. Same thing. I don't know how I messed it up. I know I did a few things differently cause I knew easier ways from other tutorials (like just using "public" instead of "serialized field") The only thing I actually need is a way to stop sticking to walls (I was sticking to walls by just moving sideways and colliding with them in midair) before doing this tutorial.
This is a great tutorial! I made it all the way so far, and I'm even at the point where I'm changing some things to see what I like (a good way to tell if you understand).
Great video. I had an issue where my player was flying and posted a comment here, but editing it to say that I somehow missed that the isGrounded should get the `collider` property and check for null, not the raycastHit itself.
Now I found Tube's best tutorial. In the first episode, the texts that really came in handy. There has been insane work in them. Pandemoniun has given his all to the free side. All the other professionals at Tube have deliberately made mistakes that are capable of selling a $ 1,000 package, that is a robbery. I have been trying for seven months to get one tutorial to the finish. I've always been stuck. I got stuck in this tutorial 3 because I got some problem with [serializ ...]. I copied the code that Pandemonium had shared with us and got to continue again. This will be the first tutorial I will complete and I will give the Pandemonium an award. Thank you for a very good job. I wish there were more like you.
For anyone that doesn't want to have to change the gravity scale in both the code and the editor when the player leaves the wall. - Create a float variable called initialGravity (or anything you like) - In the awake, set initialGravity = body.gravityScale - Set the gravity in the else statement, when you de-attach from the wall, to the variable initialGravity :)
how the hell you have so few subscribers? This is the best tutorial about 2d platformers i have seen so far and i i have checked a lot of them including unity's official courses, Brackeys, Code Monkey etc.
Thank you! I don't have a lot of videos yet, this is the first series I have for now, but the channel is growing pretty quickly lately and I think it will grow even quicker once I start posting more good stuff.
Solution for people who don't want wall jumping: For anybody having issues with buggy wall jumping: The character's hitbox sometimes gets confused I think and you can wall jump just by touching a surface. The easiest way to fix this is to change the "isGrounded" function from checking using raycasting to checking using Y velocity. Inside the isGrounded function, replace all the code with this:
if (body.velocity.y == 0) return true; else return false; That allows the player to ONLY jump when they aren't falling.
@@markos_aki fair enough - I switched it to a system that uses a raycast to the left and to the right. When a player jumps, it checks which direction they're facing and allows them to jump off the edge of any platform while still using IsGrounded()
I was also wondering why the wall jump isn't working if the statement : body.velocity = new Vector2 (horizontalInput*speed, body.velocity.y); is after the if() for jumping [still inside the big if (wallJumpCoolDown > 0.2f) ] The changes happen around 11:20. Thank you again for the tutorial, I'm glad to be able to learn with you !!
4:56 the groundlayer thing doesnt show up in the script on the right. Also even though our code is exactly the same, letter for letter, the player gets HUGE, is always in the jumping animation, and cant jump or wall jump at all.
If your player's jump animation stops working, I fixed mine by going into the animator's transition from Jump to Idle and enabling has exit time. Also set the transition duration to 0.
Im not sure whether this bug should be in ''my game'' at this point during this tutorial, but my character can make some sweet front- and backflips when jumping around menacingly.
idk why but i didn't need the separate else statement code in 10:05 for releasing back to the ground, my character was not levitating without it and was indeed falling to ground, yet i still added it so that it dosen't cause any random problem further in tutorial, do you think my case is normal?
Hey, follow-up query: even at the end of the tutorial my character stays stuck to the wall unless I specifically hit SPACE or use the arrow keys/A/D keys. It doesn't fall down on its own when on the wall. Do you think it could be an animation issue? I even copied your code to a new file and tested it out to see if it was a coding error on my side.
@@PandemoniumGameDev Yes, I was. I mean, we did put in gravity as a parameter to the rigidbody, so I thought it might slide down automatically once it hits the wall.
@@rajatmusale1948 Nope, the gravity applies to the time when you are not on the wall. For the wall scenario we wrote body.gravityScale = 0; try changing the 0 value to something else and you should get the sliding to work.
so I was busy on the tutorial. got a storm. saved and then shut off my pc. storm was done. launched unity. it told me the project was already running when nothing was open. it opened the project after saying that. all my hierarchy was gone and some things I did before shutting off was still there. I don't know what unity did
There is something that I did not understand. Why are we using the raycast method instead of the box collider? They seem to do the same thing. What is the advantage of one on another? It seems that we can do the double jump without using raycast. Thanks in advance for your answers.
Hi, do you know why my character lost his jumping animation when I did the part with the sticking to walls, I am so confused, the issue is in code I guess, here s the code: using UnityEngine; public class PlayerMovement : MonoBehaviour { [SerializeField] private float speed; [SerializeField] private LayerMask groundLayer; [SerializeField] private LayerMask wallLayer; private Rigidbody2D body; private Animator anim; private BoxCollider2D boxCollider; private float wallJumpCooldown;
private void Awake() { // referencie pre rigidbody a animator aka animaciu body = GetComponent(); anim = GetComponent(); boxCollider = GetComponent(); } private void Update() { float horizontalInput = Input.GetAxis("Horizontal"); body.velocity = new Vector2(horizontalInput * speed, body.velocity.y); // otoci nam to hraca if (horizontalInput > 0.01f) transform.localScale = new Vector3(2, 2, 1); else if (horizontalInput < -0.01f) transform.localScale = new Vector3(-2, 2, 1);
if (Input.GetKey(KeyCode.Space)) body.velocity = new Vector2(body.velocity.x, speed); // jump shit ... if (Input.GetKey(KeyCode.Space) && isGrounded()) // ... Jump();
10:35 My player is sticking to the wall even when I press the right arrow which should make it stop sticking. I think that it's related to the collision detection, since I had to use a capsule collider and the collision detection isn't working perfectly. (I have to use a capsule collider since my player was sticking to the ground)
A bit late but I set the edge radius of the box colliders(on my walls, not the character) to a very small number like 0.025 and it seems to solve the issue. Dont know if adding edge radius to character solves the problem. Also for anyone who needs it. If your character start spinning while moving you can tick "lock rotation, z" option under rigidbody/constraints for the character
At 9:14 he cuts the line " body.velocity = new Vector2(horizontalInput * speed, body.velocity.y); " from the start of the update method to enclosed within an if statement. I had that line twice since I didn't notice it was cut and it prevents the clean push off the wall from happening when climbing. Putting this here for any future people who also get confused :)
Shocked nobody replied on so long To exit the "wall hanging" you will want to make a wall tag and a walled parameter (book) when your player is colliding with a wallas well as a isfalling book. Once walled is false and falling is true you can initiate falling state and from there go to running or idle. Mind you I started unity this week so this may not be an optimal solution but it works fine for me
Make sure the grounded object has the "Grounded" tag. Also double check if you typed the tag the same way in the code and in the editor, tags can be quite tricky and problematic that's why you need to be careful with them.
Hello! I don't understand why the player can't moove if the statement : body.velocity = new Vector2 (horizontalInput*speed, body.velocity.y); isn't in the statement : if (walljumpCoolDown > 0.2f). The code was typed at 09:15. Thank you for the great tutorial!
idk what happened, but all was working until i added something that he said about the wall jump cooldown, but after i wrote the code, and when I checked the result, the player was only doing its run animations, but wasn't moving anywhere, before that one piece of code tho, everything was working fine... Can somebody pls help me with my problem?
Hello, @Pandemonium, I really liked your tutorials and I am very grateful for it. Could you help me to make the jump adjustable, that is, make a higher jump if I keep the spacebar button pressed and if I just hold down the spacebar button, the player jumps at a lower height. Thank you for your patience and for sharing your knowledge... see you...
When wall jumping without input from the horizontal axis, the character's x scale goes to 1. How do I change it so the size changes to my character's size instead of 1?
You've probably figured it out by now, but the same thing happened to me. Its because that Mathf.Sign function returns a 1 so you can just multiply it by the x scale of your character
im not sure why but when i jump on the wall, my player slides down but only when its facing the wall. when i jump on the wall and then immediately face away he sticks there any fixes?
it's Ninja Gaiden style wall jump, minus the climbing. When you jump towards the wall, player clings to it. In Shinobi games you have to jump from wall to wall, it looks cooler imao
Yeah, I'll have to revisit the wall jumping probably not completely satisfied how it feels rn. Send me a video of your favorite wall jump mechanic just for reference.
i searched the youtube but i couldn't find one damn video about wall jump in classic 16 bit games but i know it was there in some of the Shinobi games. It was used kind of a platform solving mechanic to reach the unreachable areas
@@PandemoniumGameDev yoooo wait could you show something more like the new super mario bros games or like celeste??? thatd be ideal. also i SUPER appreciate these videos :D
Super like once again 👍🏼👍🏼👍🏼👍🏼👍🏼 I'm loving the way you're explaining stuff sometimes with special texts, sometimes by opening the documentation page and etc. Thanks a million for your effort ❤❤❤
I did everything however my character only sticks to the wall. any tips on what might be problem? i am using a different character, do you think that has to do with it? edit: after rewatching i realised i made a slight oversight, man i feel stupid right now haha
What does the wallJumpCooldown do exactly? I'm having a hard time visualizing it. Mostly the part of the code that says "if (wallJumpCooldown > 0.2f)" and the other part that says "wallJumpCooldown += Time.deltaTime;"
It's a timer that prevents you to do wall jumps infinitely so we check if 0.2 seconds have passed since the last wall jump before allowing the player to do another one. If we don't use this you would be able to just fly up the wall, try replacing 0.2f with 0 and you'll see.
@@PandemoniumGameDev i also have a hard time understanding this one, how does the code know that the value is a cooldown? which line is for the countdown from 0.2 to 0?
@@PandemoniumGameDev Hi, I took a break from learning because of other things, and now I'm back. Anyways, I'm still confused about wallJumpCooldown. I see that it's been initalized in that class's field but it it not declared anywhere in the code with an explicit value. So, how is does wallJumpCooldown > 0.2f true when we don't even assign a value to wallJumpCooldown?
@@overlydedicated2794 wallJumpCooldown starts of at a value o 0 when you start the game. Then we increase it during every frame by using this line: wallJumpCooldown += Time.deltaTime; So basically wallJumpCooldown is a timer. Now every time you perform a wall jump wallJumpCooldown becomes 0, and we use wallJumpCooldown > 0.2f to make sure that 0.2 seconds have passed before we allow the player to perform another wall jump. Does this help?
idk if you saw the comment so Im just reposting it I ran into another issue were the code for the wall jumping does work It just climbs up walls and when you go the right there barley any force here's the code I don't understand since I feel like I did everything right using UnityEngine; public class PlayerMovement : MonoBehaviour { [SerializeField] private float speed; [SerializeField] private float jumpPower; [SerializeField] private LayerMask groundLayer; [SerializeField] private LayerMask wallLayer; private Rigidbody2D body; private Animator Anim; private BoxCollider2D boxCollider; private float wallJumpCooldown; private float HorizontalInput; private void Awake() { //Grab refrences for rigid body and animator from object body = GetComponent(); Anim = GetComponent(); boxCollider = GetComponent(); }
why did you place all of the movement code inside the walljump logic? it just means if we want to set a longer cooldown for the wall jump, we can't move our player.
Hey will be there an tutorial on how to create an animation or an effect for walljumping? maybe after the basic is completed like extra episode on how to upgrade the game!
Are you gonna make a video on how to add a little cooldown thingy to wall jump and normal jump since it feels kinda weird like this when its spammable. Really appreciate t if you do keep up the good work.
Sorry for the late reply, that's because you changed the scale of the character to 6. In this case you need to change the flipping code to: transform.localScale = new Vector3(6,6,6); and transform.localScale = new Vector3(-6,6,6); when facing left
My player jumps at different height, sometimes flying away from a screen; I tried add vector to vertical velocity, change force methods, change GetKey for GetKeyDown. With some of them it feels better sometimes but then he again jump to the space;
In the first episode, the edit text suggested I make a jump variable to decide how high the character jumps. Is that preferable to changing the gravity scale?
Great vid, but I'm having a problem where I can't jump up the wall. It only lets me jump outward. Do you possibly know what I've done wrong? edit: nevermind I just forgot to take the float out before one of the horizontal inputs
I don't understand why you moved the "_body.velocity = new Vector2(horizontalInput * _speed, _body.velocity.y);" line at 9:13 from line 24 to line 43 in the if statement for wallJumpCooldown. I also don't understand why it doesn't make an error. That line of code was meant for the speed of the movements on the horizontal axis, so why did you put it inside an if statement for jumping on walls? And why does it still affect the player movement when walking/running on the horizontal axis even though it's in that if statement? In other words, I see that it works, but I don't understand why and it thus doesn't make logical sense for me, which means that it won't help me improve unless I understand why it does what it does.
I was confused too but I *think* I figured it out. I used a print(wallJumpcooldown) to watch the wallJumpCooldown values in the console window as I played to figure out what was going on. The "wallJumpCooldown += Time.deltaTime=;" means that "wallJumpCooldown" initially equals how many seconds have passed since the game has started. This means that: "if (wallJumpCooldown > 0.2f)'" becomes TRUE 0.2 second after the game starts, and the update will now run the code *inside* the if statement, thus allowing the player to move fractions of a second after the game starts. wallJumpCooldown only resets to 0 when we hit the wall, thus putting us back outside the if statement, assigning wallJumpCooldown += Time.deltaTime" again. When .2 seconds have passed, we go back inside the if statement allowing the player to move. To see this condition in action try changing your code from "IF (wallJumpCooldown > 0.2f)" to "IF (wallJumpCooldown > 5.0f)" . Then save the code and start your game - you will notice that you will not be able to move until 5 seconds have elapsed. When you jump to the wall, you won't be able to move again for another 5 seconds.
I was able to jump before this step but immidiately starting this tutorial I can no longer jump. Nobody else seems to have the same issue, I have assigned ground tags, checked the code is the same etc. but the jump will not work? If I set the player layer from default to grounded the player jumps but it is floaty and I can fly (like in tutorial 1). Any ideas? :(
I'm having the same problem and been trying to fix it all day -.-... I printed the "isGrounded" and it's returning as false... not sure if that's the issue. If you fix it please let me know!
I pasted the code again without any modifications (but one for the sprite scale) and it's suddenly working... I also removed a circular collision I had in the bottom part of my player and just kept the squared one... I'm not sure if that helped... but when I put it again it does not work again.
@@ramieplaysness7655 yea im having the same problem also from the circle collider is there a way to keep the circle collider there? i kinda need it for slopes :/
Hi there, this is a super fun tutorial. I only have one issue that my player is behind the wall when doing the wall jumping. Any insight of how to fix this would be greatly appreciated.
Guessing this is too late but if other people have this problem then make sure to set your players order in layer to 1 or a value greater than the wall. This can be found by going to Player>Sprite Renderer>Additional Settings>Order in Layer.
I have this problem where if I cling on the left/right wall and then press the opposite key, the sprite flips, and then there is a delay before it starts moving again, do you know how to fix this?
ayo I wonder if you'll read this, but what extensions are you using for Visual Studio? I cannot for the life of me make it show Unity-specific code snippets and autocompletes like in the video. The theme and color-coding is also way different, I'm just using a random C# one.
@@PandemoniumGameDev thanks for the response man, I didn't see that comment. Didn't work for me, but went on a deeper rabbit hole and this video had my solution: ua-cam.com/video/ihVAKiJdd40/v-deo.html For some reason it only started working after I went to Assets > Open C# Project. God's work on the tutorials my fren, thank you
@@markos_aki i have intellisense working, and it worked for the collision extension but for some reason raycasting still doesn't come up? does it work for you?
@@silverrebi yeah, everything works since I followed that video on my reply here. Specifically going into unity and selecting Assets -> Open C# project on the top bar
hey uh, i have some issues please help. Sometimes when i jump onto the walls i stick to them, even when i press A or D to go to the opposite direction, i still can't get off the wall. I've tried to fix but i couldn't get it right. :((
FAQ:
1. I don't recommend skipping this episode, there's some code here that we are going to use later on. If you don't want wall climbing just don't mark any objects with the Wall layer.
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4:54 i am getting error here that
Assets\scripts\PlayerMovement.cs(35,38):error CS1503: Argument 2: cannot convert from 'method group' to 'bool'
plz tell me how to solve plz plz plz @Pandemonium Games sir plz plz plz
@@kastordark___ same problem
:( here is my code:
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private LayerMask groundLayer;
private Rigidbody2D body;
private Animator anim;
private BoxCollider2D boxCollider;
private void Awake()
{
//Grab refrences for rigidbody and animator from object
body = GetComponent();
anim = GetComponent();
boxCollider = GetComponent ();
}
private void Update()
{
float horizontalinput = Input.GetAxis("Horizontal");
body.velocity = new Vector2(Input.GetAxis("Horizontal") * speed, body.velocity.y);
//Flips Player When Moving Left Or Right
if (horizontalinput > 0.01f)
transform.localScale = Vector3.one;
else if (horizontalinput < 0.01f)
transform.localScale = new Vector3(-1, 1, 1);
if (Input.GetKey(KeyCode.Space) && isGrounded())
body.velocity = new Vector2(body.velocity.x, speed);
//Set animator parameters
anim.SetBool("run", horizontalinput != 0);
anim.SetBool("grounded", isGrounded);
}
private void Jump()
{
body.velocity = new Vector2(body.velocity.x, speed);
grounded = false;
}
private void onCollisionEnter2D(Collision2D collision)
{
}
private bool isGrounded()
{
RayCastHit2D raycastHit = Physics2D.Boxcast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundlayer);
return false;
}
Thanks a lot man!
I'm getting an unexpected behavior, could you please help me?
@@TechRebornFix have you found a fix yet?
someone help it saysThe name 'boxCollider' does not exist in the current context
One of the better tutorials on UA-cam! While other youtubers just type code and expect you to already understand what it does, Pandemonium actually explains in detail each and every line of code!
I swear this is literally the only thing i've needed so far, i've tried tutorials in the past, however i found they never worked, or were very unoptimized. This tutorial is god tier.
even though I don't plan on adding wall jumping to my game, this is still, by far the best player movement tutorial I've seen!
If your player is only moving up the wall instead of jumping off of it, remove this line in your update function:
body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);
At 0:10 it's line 19 in the video
Bro I wish I saw this before I removed my wallJumpCooldown. I thought that was the issue so now wall jumping works when you press space on a wall but there is no cooldown lol
well, hats off and thank you!
Thank you this fixed it for me.
I also had this problem but why does this work? How is unity still using the speed value to determine the character's speed even if the line isn't there anymore and speed is not used anymore? I'm very confused.
@@markos_aki At 9:12 he just moves that line of code under the wallJumpCooldown conditional, so speed is still being used. I forgot why I kept that line of code in the same spot as well instead of moving it like he did, but I assume its because I was following along while listening at that moment and didn't see him move that line of code when he did.
I'm really glad I kept a backup of my code before starting this. I don't want wall jumping, but figured "I'll follow this for the new jump method, and just get rid of the wall jumping later". The only thing I managed to do was make my jumping worse and break the animation. I even downloaded his code file and copied it into my game. Same thing. I don't know how I messed it up. I know I did a few things differently cause I knew easier ways from other tutorials (like just using "public" instead of "serialized field") The only thing I actually need is a way to stop sticking to walls (I was sticking to walls by just moving sideways and colliding with them in midair) before doing this tutorial.
This is a great tutorial! I made it all the way so far, and I'm even at the point where I'm changing some things to see what I like (a good way to tell if you understand).
Great video. I had an issue where my player was flying and posted a comment here, but editing it to say that I somehow missed that the isGrounded should get the `collider` property and check for null, not the raycastHit itself.
Now I found Tube's best tutorial. In the first episode, the texts that really came in handy. There has been insane work in them. Pandemoniun has given his all to the free side. All the other professionals at Tube have deliberately made mistakes that are capable of selling a $ 1,000 package, that is a robbery. I have been trying for seven months to get one tutorial to the finish. I've always been stuck. I got stuck in this tutorial 3 because I got some problem with [serializ ...]. I copied the code that Pandemonium had shared with us and got to continue again. This will be the first tutorial I will complete and I will give the Pandemonium an award. Thank you for a very good job. I wish there were more like you.
Great stuff man. Thank you for delivering great content. Really to the point and your explanations are super helpful.
For anyone that doesn't want to have to change the gravity scale in both the code and the editor when the player leaves the wall.
- Create a float variable called initialGravity (or anything you like)
- In the awake, set initialGravity = body.gravityScale
- Set the gravity in the else statement, when you de-attach from the wall, to the variable initialGravity
:)
THANK GOD U PUT THE 3 EPISODE FULL THING IN THE DESC CUZ MY UNITY CRASHED AND ALL OF MY WORK GOT LOST
Pleasure, all episodes going forward will have a GitHub project available for download.
Keep doing what ur doing my dude! the grind will pay off
how the hell you have so few subscribers? This is the best tutorial about 2d platformers i have seen so far and i i have checked a lot of them including unity's official courses, Brackeys, Code Monkey etc.
Thank you! I don't have a lot of videos yet, this is the first series I have for now, but the channel is growing pretty quickly lately and I think it will grow even quicker once I start posting more good stuff.
@@PandemoniumGameDev i guess it's a new channel that's why. Keep more tutorials comin, i'm sure you'll have an explosion of subscribers!
the quality of these vids is amazing! u put so much effort in this tutorial for FREEE! thx bro
I really enjoy the series and its very helpful. I can't wait for the 4th episode.
it's out now
Solution for people who don't want wall jumping: For anybody having issues with buggy wall jumping: The character's hitbox sometimes gets confused I think and you can wall jump just by touching a surface. The easiest way to fix this is to change the "isGrounded" function from checking using raycasting to checking using Y velocity. Inside the isGrounded function, replace all the code with this:
if (body.velocity.y == 0)
return true;
else
return false;
That allows the player to ONLY jump when they aren't falling.
Not sure this is the best solution, but a more optimized code would be to just
return body.velocity.y == 0;
@@markos_aki fair enough - I switched it to a system that uses a raycast to the left and to the right. When a player jumps, it checks which direction they're facing and allows them to jump off the edge of any platform while still using IsGrounded()
this guy needs more views and his channel is very underrated :)
I was also wondering why the wall jump isn't working if the statement :
body.velocity = new Vector2 (horizontalInput*speed, body.velocity.y);
is after the if() for jumping [still inside the big if (wallJumpCoolDown > 0.2f) ]
The changes happen around 11:20. Thank you again for the tutorial, I'm glad to be able to learn with you !!
Just found your Unity 2D videos. Super informative series, thank you!
Thanks For The Tutorial I Can Learn Unity So Easley With These Tutorials Keep It Up!
"So let's dive right in"
This is how you know this guy is legit
Really good Sketch :D :D
This is the best platformer tutorial for a beginner by far!
Thanks, means a lot to hear that!
hippety hoppety, your code is now my property.
no seriously thanks for putting out a great tutorial like this
I don't mind at all :D glad to help, make sure to check GitHub if you run into any issues
Great tutorial really helped me! Keep up the good work
4:56 the groundlayer thing doesnt show up in the script on the right. Also even though our code is exactly the same, letter for letter, the player gets HUGE, is always in the jumping animation, and cant jump or wall jump at all.
Hi,
i had that too, but it was missing an ";" in the last line "return false"
If your player's jump animation stops working, I fixed mine by going into the animator's transition from Jump to Idle and enabling has exit time. Also set the transition duration to 0.
👌
This worked! Thanks😊
Awesome!!!..since this is a series ..it would be cool if you give recap of the previous episode (just a suggestion) :)
Great idea actually, thanks.
@@PandemoniumGameDev 😊
i am starting my unity adventure whit this videos :D
Just finished this one, such well made videos!
if anyone has trouble with character not jumping up, notice that he put ! in front of isGrounded. two spots where it's !isGrounded
Tired that, did not work
Amazing outro, very Creative!!!
ı really got a insight about C# codes with this tutorial well explained thank u
Im not sure whether this bug should be in ''my game'' at this point during this tutorial, but my character can make some sweet front- and backflips when jumping around menacingly.
but i seemed to have fixed it by adding Freeze rotation constraint on the Rigidbody of the player
@@Gijs9114 Yeah that's the solution, but hey, if you like them, you can try to leave them in :D
@@PandemoniumGameDev nah 2D super monkey ball ain't my jive :P
@@Gijs9114 THANK YOU I didn't know how to fix lol
This was very helpful
idk why but i didn't need the separate else statement code in 10:05 for releasing back to the ground, my character was not levitating without it and was indeed falling to ground, yet i still added it so that it dosen't cause any random problem further in tutorial, do you think my case is normal?
Love you brother, the GOAT
Great really well made videos, thank you for this!
One problem, when I jump on a wall, then go above the sky limit, it flips the character over :)
freeze tha z axis on the rigid body component
Hello, instead of wall jumping, my character climbs repeatedly like a sniper rifle. What should I do ? Can you help me if I send a video from Discord?
also you can add a wall jump and hold animation, just to make it nicer. (pretty ez ngl)
underated deserving more subskriber
hey @Pandemonium, you are really doing a nice job wow ! I was wondering, do you think you will teach the new input system for unity ? the state one
Hey, follow-up query: even at the end of the tutorial my character stays stuck to the wall unless I specifically hit SPACE or use the arrow keys/A/D keys. It doesn't fall down on its own when on the wall. Do you think it could be an animation issue?
I even copied your code to a new file and tested it out to see if it was a coding error on my side.
That's how it's supposed to work. Were you expecting it to slide down?
@@PandemoniumGameDev Yes, I was. I mean, we did put in gravity as a parameter to the rigidbody, so I thought it might slide down automatically once it hits the wall.
@@rajatmusale1948 Nope, the gravity applies to the time when you are not on the wall. For the wall scenario we wrote body.gravityScale = 0; try changing the 0 value to something else and you should get the sliding to work.
for some reason my code isn't changing color on line 62 else if (onWall() && !isGrounded()) and I get a compilation error, why did this happen?
if it can help you:
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask WallLayer;
[SerializeField] private float speedump;
private Rigidbody2D body;
private Animator anim;
private BoxCollider2D boxCollider;
private float walljumpcooldown;
private float horizontalinput;
private void Awake()
{
body = GetComponent();
anim = GetComponent();
boxCollider = GetComponent();
}
private void Update()
{
horizontalinput = Input.GetAxis("Horizontal");
if (horizontalinput > 0.01f)
transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
else if (horizontalinput < -0.01f)
transform.localScale = new Vector3(-0.5f, 0.5f, 0.5f);
anim.SetBool("run", horizontalinput != 0);
anim.SetBool("grounded" ,isGrounded());
if (walljumpcooldown < 0.2f)
{
body.velocity = new Vector2(horizontalinput * speed, body.velocity.y);
if (OnWall() && isGrounded())
{
body.gravityScale = 0;
body.velocity = Vector2.zero;
}
else
body.gravityScale = 5;
if (Input.GetKey(KeyCode.Space))
Jump();
}
else
walljumpcooldown += Time.deltaTime;
}
void Jump()
{
if (isGrounded()) {
body.velocity = new Vector2(body.velocity.x, speedump);
anim.SetTrigger("jump");
}
else if (OnWall() && !isGrounded())
{
if(horizontalinput == 0)
{
body.velocity = new Vector2(-Mathf.Sign(transform.localScale.x) * 10, 0);
transform.localScale = new Vector3(-Mathf.Sign(transform.localScale.x), transform.localScale.y, transform.localScale.z);
}
else
body.velocity = new Vector2(-Mathf.Sign(transform.localScale.x) * 3, 6);
walljumpcooldown = 0;
}
}
private void OnCollisionEnter2D(Collision2D col)
{
}
private bool isGrounded()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size,0,Vector2.down,0.1f,groundLayer);
return raycastHit.collider != null;
}
private bool OnWall()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x,0 ), 0.1f, WallLayer);
return raycastHit.collider != null;
}
}
so I was busy on the tutorial. got a storm. saved and then shut off my pc. storm was done. launched unity. it told me the project was already running when nothing was open. it opened the project after saying that. all my hierarchy was gone and some things I did before shutting off was still there. I don't know what unity did
There is something that I did not understand. Why are we using the raycast method instead of the box collider? They seem to do the same thing. What is the advantage of one on another? It seems that we can do the double jump without using raycast. Thanks in advance for your answers.
Hi, do you know why my character lost his jumping animation when I did the part with the sticking to walls, I am so confused, the issue is in code I guess, here s the code:
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask wallLayer;
private Rigidbody2D body;
private Animator anim;
private BoxCollider2D boxCollider;
private float wallJumpCooldown;
private void Awake()
{
// referencie pre rigidbody a animator aka animaciu
body = GetComponent();
anim = GetComponent();
boxCollider = GetComponent();
}
private void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);
// otoci nam to hraca
if (horizontalInput > 0.01f)
transform.localScale = new Vector3(2, 2, 1);
else if (horizontalInput < -0.01f)
transform.localScale = new Vector3(-2, 2, 1);
if (Input.GetKey(KeyCode.Space))
body.velocity = new Vector2(body.velocity.x, speed);
// jump shit ... if (Input.GetKey(KeyCode.Space) && isGrounded())
// ... Jump();
//set animator parametre
anim.SetBool("run", horizontalInput != 0);
anim.SetBool("grounded", isGrounded());
// wall jump logic false true
if(wallJumpCooldown < 0.2f)
{
if (Input.GetKey(KeyCode.Space) && isGrounded())
Jump();
body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);
if(onwall() && !isGrounded())
{
body.gravityScale = 0;
body.velocity = Vector2.zero;
}
else
body.gravityScale = 3;
}
else
wallJumpCooldown += Time.deltaTime;
}
private void Jump()
{
body.velocity = new Vector2(body.velocity.x, speed);
anim.SetTrigger("jump");
//grounded = false;
}
private void OnCollisionEnter2D(Collision2D collision)
{
//if(collision.gameObject.tag == "Ground")
// grounded = true;
}
private bool isGrounded()
{
// ako keby vystreli lazer k objektu a zisti jeho hodnoty true fasle ked narazi na colider raycats
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundLayer);
return raycastHit.collider != null;
}
private bool onwall()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x, 0), 0.1f, wallLayer);
return raycastHit.collider != null;
}
}
thanks for every tips
What should I do if I want to remove wall jumping. I've tried removing parts of the script but cannot get it to work.
10:35 My player is sticking to the wall even when I press the right arrow which should make it stop sticking. I think that it's related to the collision detection, since I had to use a capsule collider and the collision detection isn't working perfectly. (I have to use a capsule collider since my player was sticking to the ground)
A bit late but I set the edge radius of the box colliders(on my walls, not the character) to a very small number like 0.025 and it seems to solve the issue. Dont know if adding edge radius to character solves the problem.
Also for anyone who needs it. If your character start spinning while moving you can tick "lock rotation, z" option under rigidbody/constraints for the character
At 9:14 he cuts the line " body.velocity = new Vector2(horizontalInput * speed, body.velocity.y); " from the start of the update method to enclosed within an if statement. I had that line twice since I didn't notice it was cut and it prevents the clean push off the wall from happening when climbing. Putting this here for any future people who also get confused :)
@@cBrnnn thank youuuu!! I had lots of problems because of that
thank you men.!!!!
how do I not stick to the wall
Shocked nobody replied on so long
To exit the "wall hanging" you will want to make a wall tag and a walled parameter (book) when your player is colliding with a wallas well as a isfalling book. Once walled is false and falling is true you can initiate falling state and from there go to running or idle. Mind you I started unity this week so this may not be an optimal solution but it works fine for me
@@dictionaryguy5521 can you explain abit more, i dont know what a wall tag is and (book)?? i also just started unity this week
I added platforms in my game and whenever I touch them, my player begins spinning wildly. Any fixes?
You need to freeze the rotation in the rigidbody component.
@@PandemoniumGameDev u freaking god
Now i changed all the grounded to is grounded and now my whole character refuses to jump! anyway of fixing this?
Make sure the grounded object has the "Grounded" tag. Also double check if you typed the tag the same way in the code and in the editor, tags can be quite tricky and problematic that's why you need to be careful with them.
@@PandemoniumGameDev Thanks i fixed it!
pretty cool man
Hello!
I don't understand why the player can't moove if the statement :
body.velocity = new Vector2 (horizontalInput*speed, body.velocity.y);
isn't in the statement :
if (walljumpCoolDown > 0.2f).
The code was typed at 09:15. Thank you for the great tutorial!
idk what happened, but all was working until i added something that he said about the wall jump cooldown, but after i wrote the code, and when I checked the result, the player was only doing its run animations, but wasn't moving anywhere, before that one piece of code tho, everything was working fine... Can somebody pls help me with my problem?
I have this issue? Any solution
Hello, @Pandemonium, I really liked your tutorials and I am very grateful for it. Could you help me to make the jump adjustable, that is, make a higher jump if I keep the spacebar button pressed and if I just hold down the spacebar button, the player jumps at a lower height. Thank you for your patience and for sharing your knowledge... see you...
Hey there, the next episode is scheduled for tomorrow and has exactly what you need.
When wall jumping without input from the horizontal axis, the character's x scale goes to 1. How do I change it so the size changes to my character's size instead of 1?
You've probably figured it out by now, but the same thing happened to me. Its because that Mathf.Sign function returns a 1 so you can just multiply it by the x scale of your character
transform.localScale = new Vector3(-Mathf.Sign(transform.localScale.x) * (your character's x-scale value), transform.localScale.y, transform.localScale.z);
@@omerocampos969 Thank you so much, this saved me!
@@jjrodrod6805 Glad I could help! Good luck on your project 😤👌
im not sure why but when i jump on the wall, my player slides down but only when its facing the wall. when i jump on the wall and then immediately face away he sticks there any fixes?
it's Ninja Gaiden style wall jump, minus the climbing. When you jump towards the wall, player clings to it. In Shinobi games you have to jump from wall to wall, it looks cooler imao
Yeah, I'll have to revisit the wall jumping probably not completely satisfied how it feels rn. Send me a video of your favorite wall jump mechanic just for reference.
i searched the youtube but i couldn't find one damn video about wall jump in classic 16 bit games but i know it was there in some of the Shinobi games. It was used kind of a platform solving mechanic to reach the unreachable areas
@@PandemoniumGameDev yoooo wait could you show something more like the new super mario bros games or like celeste??? thatd be ideal. also i SUPER appreciate these videos :D
nice tutorial !
3:24 (just a timestamp i'm keeping for myself)
Super like once again 👍🏼👍🏼👍🏼👍🏼👍🏼
I'm loving the way you're explaining stuff sometimes with special texts, sometimes by opening the documentation page and etc.
Thanks a million for your effort ❤❤❤
im actually very confused but on my second viewing, i saw myself more as narrator
I did everything however my character only sticks to the wall. any tips on what might be problem? i am using a different character, do you think that has to do with it?
edit: after rewatching i realised i made a slight oversight, man i feel stupid right now haha
What was the oversight I have the same bug
I am like #1000. Helpful video!
What does the wallJumpCooldown do exactly? I'm having a hard time visualizing it. Mostly the part of the code that says "if (wallJumpCooldown > 0.2f)" and the other part that says "wallJumpCooldown += Time.deltaTime;"
It's a timer that prevents you to do wall jumps infinitely so we check if 0.2 seconds have passed since the last wall jump before allowing the player to do another one. If we don't use this you would be able to just fly up the wall, try replacing 0.2f with 0 and you'll see.
@@PandemoniumGameDev i also have a hard time understanding this one, how does the code know that the value is a cooldown? which line is for the countdown from 0.2 to 0?
@@PandemoniumGameDev Hi, I took a break from learning because of other things, and now I'm back. Anyways, I'm still confused about wallJumpCooldown. I see that it's been initalized in that class's field but it it not declared anywhere in the code with an explicit value. So, how is does wallJumpCooldown > 0.2f true when we don't even assign a value to wallJumpCooldown?
@@overlydedicated2794 wallJumpCooldown starts of at a value o 0 when you start the game. Then we increase it during every frame by using this line: wallJumpCooldown += Time.deltaTime;
So basically wallJumpCooldown is a timer.
Now every time you perform a wall jump wallJumpCooldown becomes 0, and we use wallJumpCooldown > 0.2f to make sure that 0.2 seconds have passed before we allow the player to perform another wall jump. Does this help?
@@PandemoniumGameDev @Pandemonium Ok. Now I understand. I didn't know it started with a default value of 0. Thank you for the explanation. 😁
idk if you saw the comment so Im just reposting it I ran into another issue were the code for the wall jumping does work It just climbs up walls and when you go the right there barley any force here's the code I don't understand since I feel like I did everything right
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private float jumpPower;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask wallLayer;
private Rigidbody2D body;
private Animator Anim;
private BoxCollider2D boxCollider;
private float wallJumpCooldown;
private float HorizontalInput;
private void Awake()
{
//Grab refrences for rigid body and animator from object
body = GetComponent();
Anim = GetComponent();
boxCollider = GetComponent();
}
private void Update()
{
HorizontalInput = Input.GetAxis("Horizontal");
//Flip player when moving left or right
if(HorizontalInput > 0.01f)
transform.localScale = Vector3.one;
else if(HorizontalInput < -0.01f)
transform.localScale = new Vector3(-1, 1, 1);
//Set animator parameters
Anim.SetBool("Run", HorizontalInput != 0);
Anim.SetBool("grounded", isGrounded());
//Wall Jump logic
if(wallJumpCooldown < 0.2f)
{
body.velocity = new Vector2(HorizontalInput * speed, body.velocity.y);
if(onWall() && !isGrounded())
{
body.gravityScale = 0;
body.velocity = Vector2.zero;
}
else
body.gravityScale = 7;
if (Input.GetKey(KeyCode.Space))
Jump();
}
else
wallJumpCooldown += Time.deltaTime;
}
private void Jump()
{
if(isGrounded())
{
body.velocity = new Vector2(body.velocity.x, jumpPower);
Anim.SetTrigger("jump");
}
else if (onWall() && !isGrounded())
{
if(HorizontalInput == 0)
{
body.velocity = new Vector2(-Mathf.Sign(transform.localScale.x) * 10, 0);
transform.localScale = new Vector3(-Mathf.Sign(transform.localScale.x), transform.localScale.y, transform.localScale.z);
}
else
body.velocity = new Vector2(-Mathf.Sign(transform.localScale.x) * 3, 6);
wallJumpCooldown = 0;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
}
private bool isGrounded()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundLayer);
return raycastHit.collider != null;
}
private bool onWall()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, new Vector2(transform.localScale.x, 0), 0.1f, wallLayer);
return raycastHit.collider != null;
}
}
Episode 4 pls LETSS GOO
out now
You are my favorite coding youtuber! Because you actually bother explaining things and you've got a fun sense of humor. Stay safe my dude.
Thank you! I'm not sure I'd agree about the sense of humor though :D
@@PandemoniumGameDev It's a little humor and the fact that you can tell that you enjoy what you're doing.
Hi i dont know if you are still replying to comments but the tag "Grounded" doesnt appear in the Ground layer variable
why did you place all of the movement code inside the walljump logic? it just means if we want to set a longer cooldown for the wall jump, we can't move our player.
Amazing videos
Thx
Hey will be there an tutorial on how to create an animation or an effect for walljumping? maybe after the basic is completed like extra episode on how to upgrade the game!
Are you gonna make a video on how to add a little cooldown thingy to wall jump and normal jump since it feels kinda weird like this when its spammable. Really appreciate t if you do keep up the good work.
these tutorials are awesome, one thing thats confusing me though is why you are randomly capitalizing the middle of variables?
Thanks! Personal preference, I think raycastHit is easier to read than raycasthit for example.
whenever I wall jump, my character's x scale goes from -6 to 1
Sorry for the late reply, that's because you changed the scale of the character to 6. In this case you need to change the flipping code to:
transform.localScale = new Vector3(6,6,6); and
transform.localScale = new Vector3(-6,6,6); when facing left
My player jumps at different height, sometimes flying away from a screen;
I tried add vector to vertical velocity, change force methods, change GetKey for GetKeyDown. With some of them it feels better sometimes but then he again jump to the space;
for me something is wrong with this line but i don't know what. It's line 74
private void OnCollisionEnter2D(Collision2D collision)
In the first episode, the edit text suggested I make a jump variable to decide how high the character jumps. Is that preferable to changing the gravity scale?
Great vid, but I'm having a problem where I can't jump up the wall. It only lets me jump outward. Do you possibly know what I've done wrong?
edit: nevermind I just forgot to take the float out before one of the horizontal inputs
I had the same problem and fixed it by removing float as well haha
heyy can you point out exactly where you took the float out I seem to be having the same problem thanks!
My player is not playing jump animation sometimes after implementing the new jump system.
in wall jumping, why my player he go through the wall, can you expland for me
I had the same issue, just edit the size and location on your Box Collider 2D just like how he did for the ground so that it matches the wall
I don't understand why you moved the "_body.velocity = new Vector2(horizontalInput * _speed, _body.velocity.y);" line at 9:13 from line 24 to line 43 in the if statement for wallJumpCooldown.
I also don't understand why it doesn't make an error.
That line of code was meant for the speed of the movements on the horizontal axis, so why did you put it inside an if statement for jumping on walls? And why does it still affect the player movement when walking/running on the horizontal axis even though it's in that if statement?
In other words, I see that it works, but I don't understand why and it thus doesn't make logical sense for me, which means that it won't help me improve unless I understand why it does what it does.
I was confused too but I *think* I figured it out. I used a print(wallJumpcooldown) to watch the wallJumpCooldown values in the console window as I played to figure out what was going on.
The "wallJumpCooldown += Time.deltaTime=;" means that "wallJumpCooldown" initially equals how many seconds have passed since the game has started.
This means that: "if (wallJumpCooldown > 0.2f)'" becomes TRUE 0.2 second after the game starts, and the update will now run the code *inside* the if statement, thus allowing the player to move fractions of a second after the game starts. wallJumpCooldown only resets to 0 when we hit the wall, thus putting us back outside the if statement, assigning wallJumpCooldown += Time.deltaTime" again. When .2 seconds have passed, we go back inside the if statement allowing the player to move.
To see this condition in action try changing your code from "IF (wallJumpCooldown > 0.2f)" to "IF (wallJumpCooldown > 5.0f)" . Then save the code and start your game - you will notice that you will not be able to move until 5 seconds have elapsed. When you jump to the wall, you won't be able to move again for another 5 seconds.
Me: Proud of making my character move
Him: Yes, very well. Now delete it.
I was able to jump before this step but immidiately starting this tutorial I can no longer jump. Nobody else seems to have the same issue, I have assigned ground tags, checked the code is the same etc. but the jump will not work? If I set the player layer from default to grounded the player jumps but it is floaty and I can fly (like in tutorial 1). Any ideas? :(
I'm having the same problem and been trying to fix it all day -.-... I printed the "isGrounded" and it's returning as false... not sure if that's the issue.
If you fix it please let me know!
@@ramieplaysness7655 not what u want to hear but the way i sorted it was to just redo the whole thing from scratch :( gl
I pasted the code again without any modifications (but one for the sprite scale) and it's suddenly working...
I also removed a circular collision I had in the bottom part of my player and just kept the squared one... I'm not sure if that helped... but when I put it again it does not work again.
@@ramieplaysness7655 yea im having the same problem also from the circle collider is there a way to keep the circle collider there? i kinda need it for slopes :/
Thanks
15:17 my player just sticks to the wall and falls off. Does not wall climb. Any suggestions?
i don't know if i put in the wrong code but everytime i try to walljump the character just wont go up
Hi, for some reason the wall jump only works on one side of a wall, is that intentional or did i do something wrong?
12:35 so if I "fix" the mistake you mention here from < to >, my character won't walk or jump. It does jump if I leave it as is. "< "
For anyone having this issue, I just forgot to put the "+"in wallJumpCooldown += Time.deltaTime;
The isGrounded is not working for me. Im getting a crap ton of errors. Whats going on lol
how can i add animations like wall grab? also my jumping became infinite
Hi there, this is a super fun tutorial. I only have one issue that my player is behind the wall when doing the wall jumping. Any insight of how to fix this would be greatly appreciated.
Will need a video to understand the issue. Mind sending it on Discord?
Guessing this is too late but if other people have this problem then make sure to set your players order in layer to 1 or a value greater than the wall. This can be found by going to Player>Sprite Renderer>Additional Settings>Order in Layer.
I have this problem where if I cling on the left/right wall and then press the opposite key, the sprite flips, and then there is a delay before it starts moving again, do you know how to fix this?
ayo I wonder if you'll read this, but what extensions are you using for Visual Studio? I cannot for the life of me make it show Unity-specific code snippets and autocompletes like in the video. The theme and color-coding is also way different, I'm just using a random C# one.
Hey there, it should work by default, if that's not the case go back to the first video and read the pinned comment, there's a fix there. Good luck!
@@PandemoniumGameDev thanks for the response man, I didn't see that comment.
Didn't work for me, but went on a deeper rabbit hole and this video had my solution: ua-cam.com/video/ihVAKiJdd40/v-deo.html
For some reason it only started working after I went to Assets > Open C# Project.
God's work on the tutorials my fren, thank you
@@markos_aki i have intellisense working, and it worked for the collision extension but for some reason raycasting still doesn't come up? does it work for you?
@@silverrebi yeah, everything works since I followed that video on my reply here. Specifically going into unity and selecting Assets -> Open C# project on the top bar
@@markos_aki i ended up getting it to work! thanks man
hey uh, i have some issues please help. Sometimes when i jump onto the walls i stick to them, even when i press A or D to go to the opposite direction, i still can't get off the wall. I've tried to fix but i couldn't get it right. :((