I have a rigid body with a sphere collider sitting on a floor. It has this in fixed update:
if (Input.GetKeyDown(KeyCode.Space))
{
rigidbody.velocity = Vector3.up * 4;
}
If I try to jump as soon as the sphere reaches the floor, it will occasionally fail to jump (remains stationary). Since I am setting velocity directly instead of incrementing it, I know it isn’t being cancelled out by any existing negative velocity. Also, I don’t have any logic to ensure that the player is on the ground before letting them jump, so that’s not the problem either.
Any thoughts on how to fix this? Thanks.