How would you make a jump like geometry dash/impossible game?

So I am trying to make a geometry dash/impossible game clone as my first unity game.
I fixed the movement I believe, but the only problem I am having now is the jump.

I dont know how they get a perfect jump like that? It is like quick and goes up quick and down quick.
How could you achieve such a thing?

Here is an example if you want to see how it works:

If anyone could tell me how you could achieve this I would be very grateful.

Thanks.

@Edwin F

You can use the code i messed with from the coding API

using UnityEngine;
using System.Collections;

public class Move : MonoBehaviour {
	public float speed = 6.0F;
	public float jumpSpeed = 8.0F;
	public float gravity = 20.0F;
	private Vector3 moveDirection = Vector3.zero;
	void Update() {
		CharacterController controller = GetComponent<CharacterController>();
		if (controller.isGrounded) {
			moveDirection = new Vector3(1, 0, 0);
			moveDirection = transform.TransformDirection(moveDirection);
			moveDirection *= speed;
			if (Input.GetButton("Jump"))
				moveDirection.y = jumpSpeed;
			
		}
		moveDirection.y -= gravity * Time.deltaTime;
		controller.Move(moveDirection * Time.deltaTime);
	}
}

Hope This Helps!!

I would try to catapult the cube into the air with the transform.y and then slam it back down again when it hits a certain height or time. You could also just twiddle with the numbers on the Character Controller Script.

But always remember: There is never just one way to solve any programming challenge. There are possibly even better ways out there, but the more control you want to have over your jump and the more you want to fine-tune it, the more complex the code gets. Be careful not to get caught up, but don’t just put the problem aside either, because jumping is the base mechanic of The Impossible Game. If your base mechanic sucks, the whole game will suffer tremendously.

I’ve seen quite a few puzzle games that depended entirely on how skillful you could work the mechanics fall completly flat because the mechanics were random or just entirely unmanageable.
If you have a skill-based game in which one of the mechanics doesn’t work or feel right, chuck it. Don’t be like other developers who then release it for $4.99 and tell everyone who can’t do it that they’re just too bad at the game.

Went off on a tangent a little there. Hope I could help :slight_smile:

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I have made a tutorial here on how to do this.

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I have a preference for some impossible games http://www.kizifan.com/adventure/friv-impossible-game-2 , big one for types of sandbox games, some platformers, and MMOs. Not normal MMOs, I mean things like Robocraft and WoT, which are vehicular based and aren’t your generic copy-paste fantasy MMO.