How to Implement Double Jump in Unity: Best Guide

In this article we’ll dive into the topic of making double jump in Unity, by following this tutorial you’ll be most probably able to use your current player controller to use be used and not make a new player controller, for this to happen only one thing is to be made sure that your current player controller has a is grounded functions which checks for if the player is standing on the ground, if the player is standing on the ground the function returns true.

But, if you want to create a better player controller then follow this tutorial on how to make a player controller in Unity.

Double Jump In Unity

Implementing Double Jump In Unity

Before diving into the implementation of double jump, let’s take a closer look at the existing jump mechanism. In most Unity projects, the game checks if the player is grounded before allowing a jump. Once in the air, the player is typically unable to jump again until they touch the ground. To implement double jump in unity, we need to introduce additional variables and conditions to extend this functionality.

We will introduce mainly two variables, the first one is to decide the number of jumps the player will be able to do which we’ll name “maxJumps”, and second variable will be used to recode the the jumps left after the space bar is pressed.

Step 1: Declare Variables

The first step is to declare two crucial variables: maxJumps and jumpsLeft. The maxJumps variable, will have an access type of private and add the attribute serialized field which allows for customization in the Unity inspector. The jumpsLeft variable will keep track of the remaining jumps the player can perform.

[SerializeField] private int maxJumps = 2;
private int jumpsLeft;

Step 2: Implement IsGrounded Function(If not implemented)

If your project doesn’t already have an IsGrounded() function, then create one. This function serves the purpose of checking if the player is in contact with the ground. There are various ways to implement this function, such as using raycasting or collider checks, depending on your game’s requirements.

Click here to follow this article to implement a ground check.

Step 3: Initialize JumpsLeft

In the Start() method, set jumpsLeft equal to maxJumps. This initialization ensures that the player starts with the maximum allowed jumps when the game begins.

void Start()
{
    jumpsLeft = maxJumps;
}

Step 4: Implement Double Jump Logic

Now, let’s dive into the core logic for the double jump. In the Update() method, check if the player is pressing the space key and if there are jumps left. If both conditions are met, increase the player’s y-axis velocity using Unity’s Rigidbody and deduct one from jumpsLeft.

void Update()
{
    if (Input.GetButtonDown("Jump") && jumpsLeft > 0)
    {
        rigidbody.velocity = new Vector2(rigidbody.velocity.x, jumpForce);
        jumpsLeft -= 1;
    }
}

Step 5: Reset JumpsLeft When Grounded

To enable the double jump again, reset jumpsLeft when the player is grounded and has zero y-axis velocity. This step ensures that the player can perform a double jump once they are back on the ground.

void Update()
{
    if (IsGrounded() && rigidbody.velocity.y <= 0)
    {
        jumpsLeft = maxJumps;
    }
}

Conclusion

You’ve now successfully implemented double jump in Unity. This enhancement provides players with greater freedom of movement, by adding a layer of complexity and excitement to your game. Experiment with different values for maxJumps to customize the number of jumps according to your game’s design.

FAQs

Can I use this code for triple or more jumps?

Absolutely! Simply adjust the value of the variable maxJumps to enable triple, quadruple, or more jumps. The flexibility of this implementation allows you to make the experience according to your game’s needs.

What if I don’t have an IsGrounded() function?

If your project doesn’t have an IsGrounded() function, consider reading an article on ground check by us or try to implement one yourself using raycasting or collider checks. This function ensures the accuracy of the double jump mechanic by checking if the player is on the ground.

What are the best practices for fine-tuning double jump mechanics in Unity?

Fine-tuning double jump mechanics involves adjusting variables like jump force, gravity, and cooldown periods. Following best practices ensures smooth and balanced gameplay, providing the player with a satisfying double jump experience.

Can I implement triple or quadruple jumps using the same principles as double jump in Unity?

Yes, the principles used for double jump in Unity can be extended to implement triple or quadruple jumps. Adjusting the values of relevant variables, such as maxJumps, allows developers to customize the number of jumps according to their game’s requirements.