3D wall jumping in Unity: Learn the basics in minutes!

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Wall Jumping in Unity

Are you looking for an exciting and creative way to enhance your 3D game development skills? Look no further than wall jumping! In this article, we’ll explore the basics of 3D wall jumping in Unity and show you how easy it is to get started.

What is Wall Jumping?

Wall jumping is a technique used in video games where characters can jump off walls and use their momentum to gain speed or perform tricks. It’s a popular mechanic that adds depth and excitement to platformers, first-person shooters, and other types of games. In this article, we’ll focus on how to implement wall jumping in Unity.

Getting Started with Wall Jumping in Unity

The first step to implementing wall jumping in Unity is to create a simple character controller that allows the player to move around and interact with the environment. You can find plenty of tutorials online that will guide you through this process, but for the sake of simplicity, we’ll use Unity’s built-in 2D Character Controller.

Creating a 2D Character Controller

  1. Create a new project in Unity and select the 2D template.
  2. Add a new GameObject to the scene and drag a Rigidbody2D component onto it. Set the Gravity Scale to 3 or higher to give the character more weight.
  3. Drag a Box Collider 2D onto the GameObject and adjust its size as needed.
  4. Add a new Animator Controller to the scene and drag it onto the GameObject. Create two animations: one for walking and one for jumping.
  5. In the Animator Controller, create a new state machine and add two states: Idle and Jump. Set up the transitions between the states as needed.
  6. Drag a Camera component onto the scene and position it to follow the player.

Creating the Wall Jump Script

The Wall Jump script will be responsible for detecting when the player collides with a wall, applying forces to the player to make them jump off the wall, and calculating the player’s speed and direction based on their input.

<script>
using UnityEngine;
public class WallJump : MonoBehaviour
{
    public float speed = 5f; // Player speed when running
    public float jumpForce = 10f; // Force applied to the player when jumping off a wall
    public Transform groundCheck; // Ground check transform
    public LayerMask groundLayer; // Ground layer mask

    private bool isGrounded; // Whether the player is grounded or not
    private Vector2 input; // Player input (horizontal movement)
    private Rigidbody2D rb; // Player's rigidbody component

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    void Update()
    {
        input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); // Get player input
    }

    void FixedUpdate()
    {
        Move(input); // Move the player based on their input
        CheckGrounded(); // Check if the player is grounded or not
        ApplyJumpForce(); // Apply jump force when jumping off a wall
    }

    void Move(Vector2 input)
    {
        Vector2 targetVelocity = new Vector2(input.x * speed, rb.velocity.y); // Calculate target velocity based on player input and current velocity
        rb.velocity = targetVelocity; // Set player's velocity to the target velocity
    }

    void CheckGrounded()
    {
        isGrounded = Physics2D.OverlapCircle(groundCheck.position, 0.1f, groundLayer); // Check if the player is grounded
        if (isGrounded) // If the player is grounded, set the ground check transform as a trigger
        {
            groundCheck.gameObject.layer = LayerMask.NameToLayer("Grounded");
        }
        else // If the player is not grounded, set the ground check transform as a collider


Creating the Wall Jump Script
        {
            groundCheck.gameObject.layer = LayerMask.NameToLayer("Untagged");
        }
    }

    void ApplyJumpForce()
    {
        if (Input.GetButtonDown("Jump") && isGrounded) // If the player jumps and is grounded, apply jump force
        {
            rb.AddForce(new Vector2(rb.velocity.x, jumpForce), ForceMode2D.Force);

    
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