Unity Basic Course: Jump Limit

In this tutorial, we will explore the basic features of the Unity engine, which is essential for game development. In particular, we will implement a system that limits the number of jumps a player can make. The jump limit is used in many 2D and 3D games to adjust the difficulty by controlling how many times a player can jump.

Introduction to Unity Engine

Unity is a cross-platform game engine that allows developers to create games for various platforms. One of Unity’s main features is its intuitive UI and powerful physics engine, making it easier for developers to create games.

Project Setup

First, launch Unity and create a new 3D project. Create a project named ‘JumpSystem’ and select the default template. Once the project is loaded, set up the basic environment and add a player character.

Adding Character Model

Download a free character model from the Unity Asset Store and add it to the project. Alternatively, you can use the built-in “Capsule” object to serve as the player character.

Creating Jump System Script

Now it’s time to create a script that defines the behavior of the game object. Right-click in the Assets folder, select “Create > C# Script,” and name the script ‘PlayerController’. In this script, we will implement the jump functionality and the jump limit.

Writing the PlayerController Script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    public float jumpForce = 5f;
    public int maxJumpCount = 2; // Maximum number of jumps
    private int jumpCount = 0; // Current number of jumps
    private Rigidbody rb;

    void Start()
    {
        rb = GetComponent();
    }

    void Update()
    {
        // Handle jump input
        if (Input.GetButtonDown("Jump") && jumpCount < maxJumpCount)
        {
            Jump();
        }
    }

    void Jump()
    {
        rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z);
        jumpCount++;
    }

    private void OnCollisionEnter(Collision collision)
    {
        // Reset jump count when landing on the ground
        if (collision.gameObject.CompareTag("Ground"))
        {
            jumpCount = 0;
        }
    }
}

Script Explanation

The code above defines the jump functionality for the player character. ‘jumpForce’ represents the force of the jump, and ‘maxJumpCount’ specifies the maximum number of jumps. ‘jumpCount’ is a variable that tracks the current number of jumps. The ‘Rigidbody’ component is used to handle physical interactions.

Update Method

The ‘Update’ method is called every frame and handles user input. If the jump button is pressed and the current jump count is less than the maximum jump count, a jump is executed.

Jump Method

The ‘Jump’ method executes the jump by modifying the Rigidbody’s velocity. The ‘OnCollisionEnter’ method resets the jump count when the player lands on the ground.

Environment Setup

Now create the ground in the Unity Editor and add a Rigidbody component to the player character to implement physical interactions. Ensure that the ground object’s tag is set to ‘Ground’ so that the jump count resets when landing.

Testing and Adjustments

Now run the player character to test if the jump functions correctly. You can adjust the ‘jumpForce’ and ‘maxJumpCount’ values to achieve the desired gameplay.

Conclusion

In this tutorial, we learned how to implement a jump limit in Unity. Such features help provide a great gameplay experience. I hope to continue understanding and utilizing fundamental game mechanics like jumping to develop various games.