03 · Movement · 2D and 3D

Ground check

How the game decides you are standing on something.

Almost every jump bug is a ground check bug. If "grounded" means "touching anything", the player can climb walls by jumping against them, or jump again in mid-air. A good check only looks just below the feet, ignores walls and ceilings, and turns off the moment a jump starts.

←→ moveSpace or ↑ jumpG good check / buggy check◀ ▶ move, Jump

Try this: Switch to Buggy, run into the tall wall and keep pressing jump. Then switch to Feet probe and try again.

probe hits groundprobe finds nothingbuggy contact

Grounded yesWall climbs 0

Climb the wall if you can.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Write a proper ground check: cast a short box down from the feet, count it only if the hit surface faces mostly up, and skip re-grounding for 0.1 s after a jump starts so walls or the takeoff frame never grant an extra jump.

44 words · one sentence to paste as is

Where it's used

Common mistakes

Using collision enter/exit events (they flicker and miss), treating any contact as ground (wall climbing), one ray from the centre (falls off ledges while visibly standing), and checking before the jump has left the ground so a second jump fires.

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