Rigidbody rb;
float force = 10f;
void Awake(){
rb = GetComponent<Rigidbody>();
}
void Update(){
if(Input.GetKeyDown(KeyCode.Space)) {
rb.AddForce(Vector3.up * force, ForceMode.Impulse);
}
}
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : MonoBehaviour {
public Vector3 jump;
public float jumpForce = 2.0f;
public bool isGrounded;
Rigidbody rb;
void Start(){
rb = GetComponent<Rigidbody>();
jump = new Vector3(0.0f, 2.0f, 0.0f);
}
void OnCollisionStay(){
isGrounded = true;
}
void Update(){
if(Input.GetKeyDown(KeyCode.Space) && isGrounded){
rb.AddForce(jump * jumpForce, ForceMode.Impulse);
isGrounded = false;
}
}
}
Rigidbody.AddForce(Vector3 force);Copied!