## (Unity 3D) How to make Player consistently jump *to* a specific target rather than *towards* it?

I’m trying to make it so if my player hits "E" then they jump precisely to a specific target. The current code results in player jumping towards the target but not really making it there.

I’ve tried adjusting forceMultiply and ForceMode and adding an offset but I just can’t get a result that simply consistently launches the player’s rigidbody `rb` towards the `anchorPoint` position.

The code I have is:

``private void Update() {     if (Input.GetKeyDown(KeyCode.E))     {         tryGrabbing = true;     } }  private void FixedUpdate() {     if (tryGrabbing)     {         rb.AddForce(anchorPoint.transform.position * forceMultiply, ForceMode.Impulse);     } } ``

Thank you for any help!!

## SFML – My jump never stops

Im making a short jump test in sfml. However I have a problem, whenever the jump button is pressed the character will jump but will not fall down, he will keep going higher. However, in the beginning of the test, I made the sprite above the ground to see if the gravity function worked, but this still happens. Here is a video

Here is my code:

``#include <SFML/Graphics.hpp> using namespace sf;  float VelocityX = 0, VelocityY = 0; float x = 0, y = 0; int gravity = 2; float dt;  void movement() {     if (y < 444) {         VelocityY += gravity * dt;     }     else if (y > 444) {         y = 444;     }     x += VelocityX;     y += VelocityY; }  int main() {     RenderWindow window(VideoMode(800, 600), "jump test");     RectangleShape rect(Vector2f(20, 20));     const int moveSpeed = 500, jumpForce = 10;          Clock deltaTime;     while (window.isOpen())     {         dt = deltaTime.restart().asSeconds();         Event event;          while (window.pollEvent(event)) {             if (event.type == Event::Closed) {                 window.close();             }         }          if (Keyboard::isKeyPressed(Keyboard::Right)) {             VelocityX = moveSpeed * dt;         }         else if (Keyboard::isKeyPressed(Keyboard::Left)) {             VelocityX = -moveSpeed * dt;         }         else {             VelocityX = 0;         }          if (Keyboard::isKeyPressed(Keyboard::Space)) {             VelocityY -= jumpForce;         }                   movement();         rect.setPosition(x, y);           window.clear();         window.draw(rect);         window.display();     }      return 0; } $$```$$ ``

## How to fix infinite jump in Unity 3D?

I have the following code:

``public float jumpHeight = 3f;  bool isGrounded;  void Update()     {     if(Input.GetButtonDown("Jump")) && isGrounded)     {         velocity.y = Mathf.Sprt(jumpHeight * -2f * gravity;     } } ``

## If player is not holding the ladder then it should not jump twice

I am using Unity2d and I am stuck with a problem. In my game I gave the player a double jump ability. I want to the player to jump twice only if they hold the ladder.

The problem is that if the player jumps through the ladder without holding the ladder, it jumps twice (as if the user presses jump key twice) I want the player to only double if player holding the ladder and then presses jump. If the player just jumps through the ladder it should not jump twice.

Below is the player script:

``[SerializeField]  [SerializeField] float _xSpeed = 1f; [SerializeField] float _ySpeed = 1f; [SerializeField] float _jumpForce = 1f; [SerializeField] float _distance; [SerializeField] LayerMask _ladderLayer; private float _horizontalMovement; private float _verticalMovement; private Rigidbody2D _rb; private bool _isClimbing; private bool _isMovingHorizontal = true;    [SerializeField] Transform _groundPos; [SerializeField] float _checkRadius; [SerializeField] LayerMask _groundLayer; private bool _isGrounded;    // ExtraJump private int _extraJumps; [SerializeField] int _extraJumpValue = 1;   void Start() {     _rb = GetComponent<Rigidbody2D>();     _extraJumps = _extraJumpValue;  }   void Update() {     _horizontalMovement = Input.GetAxis("Horizontal");     _verticalMovement = Input.GetAxis("Vertical");        }   void FixedUpdate() {     if(_isMovingHorizontal)     {         _rb.velocity = new Vector2( _horizontalMovement * _xSpeed,_rb.velocity.y);     }            _isGrounded = Physics2D.OverlapCircle(_groundPos.position,_checkRadius,_groundLayer);       if(_isGrounded == true)     {         _extraJumps = _extraJumpValue;              }     if(Input.GetKeyDown(KeyCode.Space) && _extraJumps > 0)     {         _rb.velocity = new Vector2(_rb.velocity.x,_jumpForce);         _extraJumps --;              }     else if(Input.GetKeyDown(KeyCode.Space) && _extraJumps == 0 && _isGrounded == true)     {                  _rb.velocity = new Vector2(_rb.velocity.x,_jumpForce);     }       RaycastHit2D hitLadder = Physics2D.Raycast(transform.position,Vector2.up,_distance,_ladderLayer);      if(hitLadder.collider == true)      {         if(Input.GetKey(KeyCode.W))         {             _isClimbing = true;             _rb.gravityScale = 0;         }         else         if(Input.GetKey(KeyCode.Space))          {             _isClimbing = false;                              }            }                     if(_isClimbing == true && hitLadder.collider == true)     {                     _rb.velocity = new Vector2(_rb.velocity.x,_verticalMovement *          _ySpeed);              }     else     {         _rb.gravityScale = 1;     }       } ``

## Grease spell: Can a creature with 10 strength or more jump over the greased area?

The spell Grease does the following:

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Since the affected area is only 10-foot long, can a creature with 10 or more Strength jump over the greased area, thus avoiding both the Dexterity saving throw and the difficult terrain?

For reference, the rules for Long Jump are the following:

When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump.

## Quick Jump + Powerful Leap

Quick Jump makes High Jump and Long Jump single actions.

Do these work together? One of them talks about Leaps, the other Long Jumps, are these the same thing?
So if I have both with a Speed of 25, can I use a single action to Leap 15 feet without a check, and with an Athletics check DC (Distance-5)?

For example, let’s say I have two pages: example.com/services, and example.com/services/subtopic-service.

And, on /subtopic-service I have anchor links like: example.com/services/subtopic-service#section

And, I link to that anchor like from the higher level page /services.

I know that anchor links aren’t indexed. But, will I get the same SEO benefit from an internal link with an anchor link?

## Does the “Step of the Wind” ability allows you to take the extra jump without using Dash or Disengage Bonus Action

I was playing a game of 5e DnD the other day and got into a disagreement with the DM. I have a monk character that made a long jump off a wall using Step of the Wind. The plan was to do Flurry of Blows after landing, but the DM said that I couldn’t use Flurry of Blows because I had burned my Bonus Action on Step of the Wind. This is the ability:

Flurry of Blows: After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

My DM said that I have to take a Bonus Action before getting the jump bonus. I believe that taking a Bonus Action is optional and you can get double-jump without using a Bonus Action. It does not explicitly say you have to take the bonus action like Flurry of Blows and Shadow Step do:

Shadow Step: When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Flurry of Blows: After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

You can see that Shadow Step says that "You then" (after teleporting), and Flurry of Blows says that "After you take the Attack action". If you go back to "Step of the Wind" you can see that it doesn’t say anything about after the Bonus Action you get the jump bonus.

I would like your response because we both think differently!

## Wall jump without returning to wall

In my 2D Platformer character controller that has both a wall jump and a double jump ability, how would I approach implementing a feature that stops the player from returning to the wall they initiated a wall jump from, while still making sure my controls feel responsive? (like they did in Celeste)

So far, I have got a timer that starts when the player initiates the wall jump and stops the player from moving until the timer is over. I’m already not too happy with that approach because it leads to this moment where it feels like player input is basically ignored.

Now in addition, I realised that after the timer is over, while just pressing left won’t be enough to return (to a higher part of) the wall, simply doing a second jump will enable the player to easily make their way up the wall.

## Does “Claw at the Moon” require the character to make a normal attack roll in addition to the Jump check?

Claw at the Moon’s description states the following:

ToB p.86

As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit.

If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on a roll to confirm a critical hit. The maneuver is still considered expended.

I have two interpretations of this maneuver’s effect:

1. You get to make a Jump check and a normal attack roll, if the check fails, you only take into account the normal attack roll and don’t have any additional bonuses.
2. You only make the Jump check to determine the attack roll (since the DC of the roll is the enemy’s AC, it would make sense), and only if you fail, you can make a normal attack roll and attack normally.

Logic dictates that the first interpretation is the correct one and that the second one is a tad overpowered, but I’ve been wrong before. Which interpretation is the correct one?