C
cryzvs
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// Start is called before the first frame update
void Start()
{
myRigidbody = GetComponent<Rigidbody2D>() ;
}
// Update is called once per frame
void Update()
{
myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);
if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0))
{
myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
}
Physics2D.OverlapArea(new Vector2(transform.position.x - 0,5f, transform.position.y0,5f));
new Vector2(transform.position.x + 0,5f, transform.position.y - 0,51f); groundLayers
}
}
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void Start()
{
myRigidbody = GetComponent<Rigidbody2D>() ;
}
// Update is called once per frame
void Update()
{
myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);
if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0))
{
myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
}
Physics2D.OverlapArea(new Vector2(transform.position.x - 0,5f, transform.position.y0,5f));
new Vector2(transform.position.x + 0,5f, transform.position.y - 0,51f); groundLayers

}
}
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