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OnLandEvent() Triggers Prematurely #3

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OnLandEvent() Triggers Prematurely #3

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tyirvine
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By leaving the line m_Grounded = false; in the statement if (m_Grounded && jump) it will cause in some cases for the OnLandEvent() to be triggered prematurely. This is because when m_Grounded = false; it will cause wasGrounded to be equal to false and therefore trigger the OnLandEvent() when m_Grounded = false; and therefore wasGrounded should actually equal true because it was grounded previously.

By leaving the line `m_Grounded = false;` in the statement `if (m_Grounded && jump)` it will cause in some cases for the `OnLandEvent()` to be triggered prematurely. This is because when `m_Grounded = false;` it will cause `wasGrounded` to be equal to false and therefore trigger the `OnLandEvent()` when `m_Grounded = false;` and therefore `wasGrounded` should actually equal true because it **_was_** grounded previously.
@gpressutto5
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It solved my problem!

@HarryWhitelegg
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This solved my jumping problem but now my character is constantly crouching plsss help

@tyirvine
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tyirvine commented Mar 5, 2020

@HarryWhitelegg

I haven’t looked at this in a long time but your character shouldn’t be crouching based on whether or not they’ve made contact with the ground

They should be crouching if they’re touching the ground and the appropriate key or button is being held down as well

Just use an && operator to require both statements be true before running through the if statement

So

if ( (grounded == true) && (keyS == true) ) {

crouch = true;

}

else {

crouch = false;

}

Something like this ^

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3 participants