Just launched episode 4: th-cam.com/video/PUpC44Q64zY/w-d-xo.html 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.
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 TH-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.
@@mapkocc 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.
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.
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).
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 :)
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.
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.
@@mapkocc 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.
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.
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
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.
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.
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();
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
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?
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?
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.
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.
I want to do my game without wall jumping and I have an issue. When I jump on wall and hold A/D then my player just sticks to the wall and doesnt fall. How to fix this?
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 ❤❤❤
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
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 :)
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 :/
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!
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...
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.
when you copied and pasted at 6:40 the row number skipped one number. meaning the new private bool starts at row 53, when I do it, it starts at row 54, how do you make rows that skip numbers? if you get what I mean
Hello ! I have a small question. I want to make my character start on the ground at the very beginning of my game but as isGrounded() is not a boolean, I couldn't make it "true" at the beginning. How can I fix this? Thanks so much.
It's basically a timer that doesn't allow the player to wall jump immediately. So if you do one wall jump you need to wait 0.2 seconds before being able to do the second one. WallJumpCooldown is the timer that keeps track of how much time has passed since the last wall jump.
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: th-cam.com/video/ihVAKiJdd40/w-d-xo.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
@@mapkocc 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
My player gets stuck once he falls on on the ground. Left and right is not working. Only jumping it works. Any idea why? Found it looks like when defining the player rigid body we can have problems with walljump code part from update method.
Thanks for the such detailed tutorial. and I have some questions : What transform.localScale in Jump() actually works? I understand that this code makes player flip when it jumped off the wall(to see opposite direction). But it wasn't. Maybe I misunderstood something...
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?
Bro so what do i do when the Wall object and Fireball object disappear ? Im sure I saved and I closed Unity, opening it and saw that those two object were gone ?
Hi there, thanks so much for the tutorial. I was wondering if you could help me please. For some reason, when I wall jump, the player floats straight up for a few seconds, no matter what I set the vertical jump amount to. Thanks for any help
Hey! when I do private boo1 isGrounded() There Is an error saying "the type or namespace "boo1" could not be found (are you missing a using directive or assembly referance?)
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. :((
IS the player supposed to face left when there is no input? Mine faces whichever direction you move in, but whenever idle it faces left even if the last input was right.
for some reason every time I try to do the wall jump thing my character just sticks to the walls and refuses to come off, even when I press A,D or any of the arrows. Can someone tell me what I've done wrong.
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!
Hey man just a question, at 8:40 when the console is showing the true or false detection, my console is spamming true or false for each millisecond and i have 999+ console alerts within a second of pressing play, what would be causing mine to spam like that and how could i go about solving it? Cheers
I have a little bit issue I have followed all steps till end But at the end the rotation value in z axis of player goes to -90 degree pls help me fix this issue
Just launched episode 4: th-cam.com/video/PUpC44Q64zY/w-d-xo.html
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.
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 TH-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.
@@mapkocc 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.
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!
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).
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.
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
:)
Great stuff man. Thank you for delivering great content. Really to the point and your explanations are super helpful.
Keep doing what ur doing my dude! the grind will pay off
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.
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
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.
how do I not stick to the wall
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;
@@mapkocc 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()
Just found your Unity 2D videos. Super informative series, thank you!
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 !!
this guy needs more views and his channel is very underrated :)
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"
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?
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?
Thanks For The Tutorial I Can Learn Unity So Easley With These Tutorials Keep It Up!
Great tutorial really helped me! Keep up the good work
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 😊
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.
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
This is the best platformer tutorial for a beginner by far!
Thanks, means a lot to hear that!
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 😤👌
ı really got a insight about C# codes with this tutorial well explained thank u
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.
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!
Just finished this one, such well made videos!
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;
}
}
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.
"So let's dive right in"
This is how you know this guy is legit
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
Hi i dont know if you are still replying to comments but the tag "Grounded" doesnt appear in the Ground layer variable
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 starting my unity adventure whit this videos :D
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
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. 😁
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.
i am having issue with the BoxCast() part
it shows that there is error but i dont know what is it
plz help
Really good Sketch :D :D
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
Hi, for some reason the wall jump only works on one side of a wall, is that intentional or did i do something wrong?
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.
👌
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
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
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
I want to do my game without wall jumping and I have an issue. When I jump on wall and hold A/D then my player just sticks to the wall and doesnt fall. How to fix this?
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 ❤❤❤
Amazing outro, very Creative!!!
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
i don't know if i put in the wrong code but everytime i try to walljump the character just wont go up
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.
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
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
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 :/
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!
This was very helpful
Great really well made videos, thank you for this!
May i ask you did you go to university in order to learn all of these parts of Unity or its a self-taught lessons from online?
Im having issues where when adding the last line shown in this video, the player stops flipping on the x axis, any tips?
how can i add animations like wall grab? also my jumping became infinite
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.
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.
when you copied and pasted at 6:40 the row number skipped one number. meaning the new private bool starts at row 53, when I do it, it starts at row 54, how do you make rows that skip numbers? if you get what I mean
Hello ! I have a small question. I want to make my character start on the ground at the very beginning of my game but as isGrounded() is not a boolean, I couldn't make it "true" at the beginning. How can I fix this? Thanks so much.
can you help me make it play an animation when the player sticks to a wall?
also you can add a wall jump and hold animation, just to make it nicer. (pretty ez ngl)
Please tell me, what is WallJumpCooldown float used for?? I don't understand..
It's basically a timer that doesn't allow the player to wall jump immediately. So if you do one wall jump you need to wait 0.2 seconds before being able to do the second one. WallJumpCooldown is the timer that keeps track of how much time has passed since the last wall jump.
@@PandemoniumGameDev Thank you very much, Sir..
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: th-cam.com/video/ihVAKiJdd40/w-d-xo.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
@@mapkocc 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
@@mapkocc i ended up getting it to work! thanks man
My player gets stuck once he falls on on the ground. Left and right is not working. Only jumping it works. Any idea why?
Found it looks like when defining the player rigid body we can have problems with walljump code part from update method.
I have a problem, when i jump off the wall it does a tiny jump off and doesnt put me up
Thanks for the such detailed tutorial. and I have some questions : What transform.localScale in Jump() actually works? I understand that this code makes player flip when it jumped off the wall(to see opposite direction). But it wasn't. Maybe I misunderstood something...
@Pandemonium, how do I fix this error: The modifier "private" is not valid for this item
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?
Bro so what do i do when the Wall object and Fireball object disappear ? Im sure I saved and I closed Unity, opening it and saw that those two object were gone ?
Hi there, I have a question.. My player isnt getting pushed away from a wall.. I didn't find any issue in code nor in the unity itself.. any ideas?
I did the exact same things but my character cannot jump while hanging to the wall. what should I do?
Hi there, thanks so much for the tutorial. I was wondering if you could help me please. For some reason, when I wall jump, the player floats straight up for a few seconds, no matter what I set the vertical jump amount to. Thanks for any help
Hey! when I do private boo1 isGrounded() There Is an error saying "the type or namespace "boo1" could not be found (are you missing a using directive or assembly referance?)
It's bool with an L not a 1. I suggest you make sure autocomplete is working first: th-cam.com/video/g3sHbFmzq3I/w-d-xo.html&ab_channel=qubodupDev
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. :((
Hello, in the end I am getting an error in code saying "cannot implicitly convert type float to bool" but your code is working. Why? Please help
when character jumps it it enters the ground a little bit can you tell me how to fix that please? 16:53
Under the player's rigidbody settings change the Collision Detection to Continuous
Ist there a 4th Part i cant See it?
working on it right now, will be out by Sunday for sure
just released it
IS the player supposed to face left when there is no input? Mine faces whichever direction you move in, but whenever idle it faces left even if the last input was right.
RESOLVED: Replying to my own comment incase anyone else has the same problem, line 30, I missed the minus in else if (horizontalInput < -0.01f).
Hello, I got a problem. even though I follow the script that little Ground Layer under speed isn t there. Any thoughts?
Yeah, you need to create it first, check out 5:10
for some reason every time I try to do the wall jump thing my character just sticks to the walls and refuses to come off, even when I press A,D or any of the arrows. Can someone tell me what I've done wrong.
Hey, I don't know why my character becomes tiny while I try to walk in game. Pls help me to find a solution for this
I'm having a problem when my I hold the W key the player rapidly jumps up the wall(pls help)
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!
4:04 This is the second time I seen this in the code. Why do you write 'f' after the value? (like how you wrote '0.1f')
it stands for float
Hey man just a question, at 8:40 when the console is showing the true or false detection, my console is spamming true or false for each millisecond and i have 999+ console alerts within a second of pressing play, what would be causing mine to spam like that and how could i go about solving it? Cheers
press the collapse button (also the detection is just for testing you can delete it)
I have a little bit issue I have followed all steps till end
But at the end the rotation value in z axis of player goes to -90 degree pls help me fix this issue
Try fixing the rotation constraint on the player's rigidbody