How to jump in Unity (with or without physics)

Поділитися
Вставка
  • Опубліковано 30 лип 2024
  • Want to know how to CODE in Unity? Go here: gamedevbeginner.com/how-to-co...
    Learn how to make an object jump in Unity with or without using physics.
    00:00 Intro
    01:43 Jumping with physics
    03:29 How to fix a floaty jump
    05:00 Faster fall jump curves
    05:59 Jump to a specific height
    06:49 Controlling jump height
    09:31 Jumping without physics
    10:31 Make your own gravity
    11:15 Ground checks
    13:38 Ground snapping
    14:59 Advanced platforming features
    15:38 Outro
    You'll learn how to use physics forces to make an object jump, how to create your own physics system manually and how to limit how high and far a player can jump by limiting jump height and measuring the jump button press time.
    Read my full article here: gamedevbeginner.com/how-to-ju...
    For more on advanced platforming mechanics, try these links:
    David Strachan's interactive article: www.davetech.co.uk/gamedevplat...
    TaroDev's platform controller video: • Ultimate 2D Platformer...
    Credits:
    Outro music: New Year by Bad Snacks
    Chalkboard image - School rules photo created by kjpargeter: www.freepik.com/photos/school...

КОМЕНТАРІ • 62

  • @MyPing0
    @MyPing0 Рік тому +38

    Man I really wish all tutorial videos were like this. So professional, straight to the point, and gives examples for various scenarios. Love your work!

  • @THExRISER
    @THExRISER Рік тому +4

    Had to figure this out completely on my own (No physics jumping that is) but I'm glad this tutorial exists nonethless because I know there's definitely a better way to it.

  • @ricardomachado1169
    @ricardomachado1169 Рік тому +1

    Amazing tutorial, thanks so much!

  • @victrozzz
    @victrozzz Рік тому +5

    I really hope your channel blows up. It's quality content that's not only helpful, but very fun to watch. I could binge watch these even if I'm not trying to make a game

  • @muhammadzubairirshad6724
    @muhammadzubairirshad6724 9 місяців тому

    The way of Teach is just amazing

  • @b0b0_
    @b0b0_ Рік тому +2

    Found this right before I was about to give up, got it to work at midnight,
    you my guy are an answer to my prayers 🙏🏾🙏🏾

  • @attilagal6459
    @attilagal6459 Рік тому +1

    Uprising Brackeys 2.
    Keep it up!

  • @kiel5390
    @kiel5390 Рік тому

    Always quality videos!

  • @ligofleyens9131
    @ligofleyens9131 Рік тому +5

    Personally I also like to add the coyote time variable to give those extra millis to trigger when making big jumps from platforms.

  • @nava.a_rts
    @nava.a_rts Рік тому

    this is amazing i love u man

  • @TackleProd
    @TackleProd Рік тому

    Great video :)

  • @KindoSaur
    @KindoSaur Місяць тому

    Not sure if you'll be reacting on this one but I have an issue with the "PhysicsBody-less Jumping Code(?)". Where an IN-engine only bug happens when the player hits the ground whilst the fps is lower than 60fps:
    First of all. I HATE PRE MADE PHYSICS inside of engines due to the loss of control and unneeded complexity it causes when developing. SO I was really happy to see your video that was able to talk about both of em.
    Okay the issue I am having is that the player clips straight through the ground, due to the raycast not detecting the ground on time. This only occurs when the FPS is lower than usual (or less stable). What happens is that the distance between each frame of falling becomes bigger and less accurate. Thereby creating the bug that my player falls through the ground eventhough the acceleration is Clamped on a low value, rayCast is set to an immense distance (tested multiple distances) and engine was running at 40 - 60 fps.
    How will I be able to counter this specific issue? Or what could have been different from your code or setup (think of different Model Collision Shapes etc.)?
    Also at last; I am working in 3D with a minimalist environment (lowpoly / no active lighting / 5 scripts tops running)
    thanks

    • @GameDevBeginner
      @GameDevBeginner  Місяць тому

      Assuming that the only issue is that the object is moved past the ground before it can detect it, then you'll want to try a lookahead raycast for the movement that's going to take place in the next frame and then move the object back if it detects a surface. It sounds like you're already doing something like this so if you don't mind sharing your code with me at support@gamedevbeginner.com I can take a look and try to help.

  • @MarekNijaki
    @MarekNijaki Рік тому

    Awesome video

  • @rtfranco
    @rtfranco 10 місяців тому +1

    Nice 14:00, but what about slopes (45°, 60°, etc)? How to calculate this offset height in this case?

  • @ristence
    @ristence 10 місяців тому

    thx

  • @cs91635
    @cs91635 Рік тому

    Can you do the jump height cancel on the jump with out physics?

  • @kingofspades9720
    @kingofspades9720 18 днів тому

    Great video! I had a question, how can I make the shortest jump even shorter? because as it stands the smallest jump I can make is generally close to half the size of the maximum jump no matter how little I press space, but for example in games like Hollow Knight, it feels like I have a lot of precise control over how long I jump, including if I want to do a really short jump.

  • @2deep215
    @2deep215 Рік тому

    Finlly thanks dude

  • @samooniyaksaman9509
    @samooniyaksaman9509 10 місяців тому

    What is the final solution for slope question?

  • @Nikeyman-ne8fp
    @Nikeyman-ne8fp Рік тому +1

    can you please tell me what compiler are you using. It looks so nice

    • @GameDevBeginner
      @GameDevBeginner  Рік тому

      The visual studio theme is Gruvbox, if I remember right

  • @maksimnarrates1826
    @maksimnarrates1826 Рік тому

    I do exactly the same, but controlling jump height doesn't work for me. I can jump as many times in the air as I want..

  • @alex-ki9et
    @alex-ki9et Рік тому

    hey! do you happen to still have the code for this? For the part where you alter the velocity of the rigidbody directly

    • @GameDevBeginner
      @GameDevBeginner  Рік тому

      There are some code examples in the original article if that helps? gamedevbeginner.com/how-to-jump-in-unity-with-or-without-physics/

  • @Marble-Animations
    @Marble-Animations Рік тому

    Is there a way to have an object jump without physics for 3D objects instead of 2D?
    And also thanks for this tutorial, it was really helpful

    • @GameDevBeginner
      @GameDevBeginner  Рік тому

      Yes. The same principle applies, where you have to make your own gravity, move the objet using its transform and do ground checks, just in 3D.

  • @acedia4454
    @acedia4454 Рік тому

    A problem I currently have is the jumping. Since it checks if we are grounded right in the frame after we jumped, my raycast is still touching the ground (didn't have enough frames yet to distance ourselfs far enough from the ground with the jump) and sets the isGrounded state right after the jump frame and cancels is. A hack I use to make it playable is to disable the groundcheck raycast for a little while after jumping but that feels like a walk-around instead of a solution. Why doesn't this happen in your game?

    • @TheAsarath
      @TheAsarath 8 місяців тому

      They are using the collider itself to check the isGrounded check and utilizing the bottom edge of the collider instead of doing a raycast. This video covers this: ua-cam.com/video/c3iEl5AwUF8/v-deo.html

  • @neerkoli
    @neerkoli Рік тому

    On a slightly different note, which editor are you using? MonoDevelop?

  • @damsen978
    @damsen978 Рік тому

    13:41 Can't we just use a rigidbody for ground detection with Continous? While still using a character controller with scripted movement? I don't think there's a reason to not add an rb. The calculations aren't heavy for our computers, even with many players.

    • @GameDevBeginner
      @GameDevBeginner  Рік тому

      You could. There used to be a performance hit for moving 3D colliders around manually but I don't believe that's the case anymore, however it might still be thing with the 2D physics system. Generally though, the point of a rigidbody is to move a collider, so if you wanted manual movement with a rigidbody-based check then you could probably just use a kinematic rigidbody and the Move Position function to move it around. That way you'd get transform-style movement without mixing the two methods.

  • @Baron-rr4bt
    @Baron-rr4bt Рік тому

    Please let me know? How to implement the trajectory route behind the object? Thanks. 😘

    • @GameDevBeginner
      @GameDevBeginner  Рік тому

      It's a line renderer, based on positions set in fixed update.

    • @Baron-rr4bt
      @Baron-rr4bt Рік тому

      @@GameDevBeginner Tanks very much.😘😘😘😘

  • @MarvelAnchor
    @MarvelAnchor Рік тому +1

    Hey Could U Maybe Give Me Code For A Working Jump 2d That U Cant Jump In Air Would Helps Loads Thanks

    • @GameDevBeginner
      @GameDevBeginner  Рік тому

      There's a ground check section in the article that this video is based on, if that helps: gamedevbeginner.com/how-to-jump-in-unity-with-or-without-physics/#ground_check

  • @elaicatubag8191
    @elaicatubag8191 Рік тому

    wow I use the most unconventional way possible to make a player jump w/o physics 😅
    I used lerping…
    lerp for the jump and until the player hits apex, then lerp for falling (gravity) is then triggered..
    also, I used OnCollisionEnter to detect whether the player is grounded or not lmao

  • @awesomewyvern
    @awesomewyvern Рік тому

    There is no explanation on how to do a ground check for unity based physics

  • @ty-xq7bl
    @ty-xq7bl Рік тому

    Can this deal with slopes?

    • @GameDevBeginner
      @GameDevBeginner  Рік тому

      I didn't consider slopes when I made it. I assume it would but you'd just need to change what you define as up. e.g. if the player is rotated, on the slope, do you want them to jump straight up? (Vector3.up) or up relative to them? (transform.up)

  • @rohitdas2169
    @rohitdas2169 4 місяці тому

    m_rigidbody.gravityscale = gravityScale; Why that line sew me error

    • @GameDevBeginner
      @GameDevBeginner  4 місяці тому

      Are you using a 3D Rigidbody? 2D Rigidbody has the gravity scale property, 3D doesn't.

  • @zucth8447
    @zucth8447 11 місяців тому

    all the physic hump doesn't work at all. They seem too heavy to lift up no matter how many gravity I scale it

  • @abg2487
    @abg2487 Рік тому

    How to make Mario style jumping mechanism?

    • @GameDevBeginner
      @GameDevBeginner  Рік тому

      I believe the original Super Mario is a faster fall style jump. David Strachan did an analysis of it in his article here: www.davetech.co.uk/gamedevplatformer

  • @romanslavinsky3722
    @romanslavinsky3722 4 місяці тому

    I use almost the same method to jump to a specific height and yet my 3D capsule jumps approximately 1.3 units instead of 3:
    AddForce(transform.up * Mathf.Sqrt(2 * -Physics.gravity.y * height), ForceMode.VelocityChange)
    Cannot figure out why and how to solve it. So infuriating!!!!🤬🤯

    • @rhari7881
      @rhari7881 4 місяці тому

      Hey! Saddly I am very much a begginer and cannot help you. Instead, I bring you yet a question.
      Why do we need to use squareroot to get the impulse force? I'm thinking about the basics of potencial gravitational energy and jump force in newtownian physics and I can only draw a resemblance with Force = mass * height * gravity. However, when I apply this formula, my jump is overwhelmingly heigher than I expected, and is only fixed by using the formular in the video: F = mass * sqrt(height * gravity * -2)! Would you mind to enlight me on the subject?

  • @ZombieChicken-X
    @ZombieChicken-X 3 місяці тому +1

    I actually make my character jump by instead making the entire world move away from the player

  • @TexasBakedBlackBeans
    @TexasBakedBlackBeans 4 місяці тому

    Hey, I know this is an old video, but I tried to follow your steps in order to make a 3D jump in Unity and it was going pretty well right up until the last part where I got an error that says: "There is no argument given that corresponds to the required formal parameter 'position' of 'Physics.ClosestPoint(Vector3, Collider, Vector3, Quaternion'

    • @GameDevBeginner
      @GameDevBeginner  4 місяці тому +1

      In the video I used Physics2D.ClosestPoint for a 2D example, which takes a position and a collider, the 3D version, which I think you may be using, takes more parameters, the point to check from and then the collider, its position and rotation. Assuming that you have a collider reference, you could use Collider.ClosestPoint instead, and pass in just the position (see here: docs.unity3d.com/ScriptReference/Collider.ClosestPoint.html ) hope that helps.

    • @TexasBakedBlackBeans
      @TexasBakedBlackBeans 4 місяці тому

      @@GameDevBeginner Hey, thanks for the quick reply, but I'm now having a similar problem with Physics.OverlapBox as it works much differently than Physics2D.OverlapBox

    • @TexasBakedBlackBeans
      @TexasBakedBlackBeans 4 місяці тому

      ​@@GameDevBeginner Hey, thanks for the quick reply, but I'm having trouble with the ground check as Physics.OverlapBox uses different parameters than Physics2D.OverlapBox and I don't know any other way to do it.