Skip to content
Wonderful Code See
Wonderful Code See

Master the Code, Shape Your Future

  • Home
  • IT Consulting
  • Artificial Intelligence
    • AI Applications
  • CS Fundamentals
    • Data Structure and Algorithm
    • Computer Network
  • System Design
  • Programming
    • Python Stack
    • .NET Stack
    • Mobile App Development
    • Web Development
    • Unity Tutorials
    • IDE and OA
  • Technology Business
    • Website building tutorials
  • Dev News
Wonderful Code See

Master the Code, Shape Your Future

Unity in Practice 0011 – Player Jump with Ground Check in Unity

WCSee, May 9, 2025May 17, 2025

To implement a player jump with a condition and ground check in Unity (using C#), you’ll typically use Rigidbody physics and a ground detection method like Physics.Raycast, Collider overlap checks, or Unity’s CharacterController.isGrounded.

Here’s a basic example using Rigidbody and a ground check via Physics.Raycast.

🎮 Step-by-Step: Setup Ground Layer in Unity

✅ 1. Add a Layer and Name it “Ground”

  1. In Unity, go to the top right of the Inspector panel and click the Layer dropdown.
  2. Click “Add Layer…”.
  3. In an empty slot (e.g., User Layer 8+), enter Ground as the name.
  4. Press Enter to confirm.

✅ 2. Assign Layer to Objects

  1. Select both your VGround and HGround GameObjects in the Hierarchy.
  2. In the top right corner of the Inspector, click the Layer dropdown.
  3. Choose Ground.
  4. When prompted, click “Yes, change children” (if they have children).

✅ 3. Assign Layer to Objects

Add these fields for configuring in the Unity Inspector:

[SerializeField] private LayerMask groundLayer;
[SerializeField] private float groundCheckDistance;

💻 Update Your C# Script

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

public class BallScript : MonoBehaviour
{

    private Rigidbody2D rb;
    private Animator playerAnim;

    [SerializeField] private float moveSpeed = 5;
    [SerializeField] private float jumpForce = 10;

    private float xInput;

    private int facingDirection = 1;
    private bool facingRight = true;

    [Header("Collision Info")]
    [SerializeField] private LayerMask groundLayer;
    [SerializeField] private float groundCheckDistance;
    private bool isGrounded;

    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        playerAnim = GetComponentInChildren<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        CheckInput();

        CollisionChecks();

        Movement();

        // Flip the player based on input direction
        FlipController();

        AnimatePlayer();
    }


    private void CollisionChecks()
    {
        isGrounded = Physics2D.Raycast(transform.position, Vector2.down, groundCheckDistance, groundLayer);
    }

    private void CheckInput()
    {
        // Get horizontal input
        xInput = Input.GetAxis("Horizontal");

        // Jump on Space key press
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Jump();
        }
    }

    private void Movement()
    {
        // Apply horizontal movement
        rb.velocity = new Vector2(xInput * moveSpeed, rb.velocity.y);
    }

    private void Jump()
    {
        if (isGrounded)
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpForce);
        }
    }

    private void AnimatePlayer()
    {
        // Animate player running
        bool isRun = rb.velocity.x != 0;
        playerAnim.SetBool("IsRun", isRun);
    }

    private void Flip()
    {
        facingDirection = facingDirection * -1;
        facingRight = !facingRight;

        transform.Rotate(0, 180, 0);
    }

    private void FlipController()
    {
        if (rb.velocity.x > 0 && !facingRight)
        {
            Flip();
        }
        else if (rb.velocity.x < 0 && facingRight)
        {
            Flip();
        }
    }

    private void OnDrawGizmos()
    {
        Gizmos.DrawLine(transform.position, new Vector3(transform.position.x, transform.position.y - groundCheckDistance));

    }
}
Please follow and like us:
RSS
Facebook
Facebook
fb-share-icon
X (Twitter)
Visit Us
Follow Me
Tweet
Pinterest
Pinterest
fb-share-icon
Post Views: 144

Related posts:

Unity in Practice 0014 – Unity 2D Dash and Dash Cooldown with Time.deltaTime Unity in Practice 0012 – Blend Tree in Unity Unity in Practice 0010 – Flipping a 2D Character Horizontally in Unity Unity in Practice 0007 – Very First Unity C# Code to Move and Jump a 2D Ball Unity in Practice 0008 – Encapsulation and Inspector Access with Unity’s [SerializeField] Unity in Practice 0009 – How to Use Sprite Sheets in Unity for 2D Animation and UI Unity Game Development – Systematic Learning Roadmap (2025 Edition) Unity in Practice 0006 – Very first C# code to demonstrate how to capture input
Unity Tutorials 2D Collision DetectionGame Development

Post navigation

Previous post
Next post

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Recent Posts

  • A Comprehensive Guide to AI Agents: Definition, Role, Examples, and Future Prospects
  • The History of Artificial Intelligence (AI): From Turing to ChatGPT
  • Clone a WordPress with ASP.NET and React Part 2: Create ASP.NET Projects Code Files with AI
  • Clone a WordPress with ASP.NET and React Part 1: Initialize Project Structure with AI
  • Clone a WordPress with ASP.NET Core and React: An AI-Assisted Development Journey
  • Artificial Intelligence (AI) Learning Roadmap for Beginners in 2025
  • Set Up and Customize Website Using WordPress | Building Website Tutorials Part 4
  • How to Export Wide Excel sheet to PDF Without Cutting Columns
  • Register a Domain Name and Set Up Hosting | Building Website Tutorials Part 3
  • Choose the Right Website Platform or Builder | Building Website Tutorials Part 2

Recent Comments

    Categories

    • Artificial Intelligence (6)
      • AI Applications (1)
    • CS Fundamentals (1)
      • Computer Network (1)
    • IT Consulting (24)
    • Programming (20)
      • .NET Stack (3)
      • IDE and OA Tool Tips (1)
      • Python Stack (1)
      • Unity Tutorials (15)
    • System Design (4)
    • Technology Business (6)
      • Website building tutorials (5)

    Archives

    • June 2025 (3)
    • May 2025 (52)
    ©2025 Wonderful Code See | WordPress Theme by SuperbThemes
    Manage Consent
    To provide the best experiences, we use technologies like cookies to store and/or access device information. Consenting to these technologies will allow us to process data such as browsing behavior or unique IDs on this site. Not consenting or withdrawing consent, may adversely affect certain features and functions.
    Functional Always active
    The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network.
    Preferences
    The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
    Statistics
    The technical storage or access that is used exclusively for statistical purposes. The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
    Marketing
    The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes.
    Manage options Manage services Manage {vendor_count} vendors Read more about these purposes
    View preferences
    {title} {title} {title}