## unity – 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)
{
}
}
``````

Thank you for any help!!

## physics – (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)
{
}
}
``````

Thank you for any help!!

## bash – Use specific key to connect to jump host without modifying ssh config file

I’m trying to write a script that connect to a linux server by using an other one as a ProxyJump:

``````ssh -J root@proxyhost root@target
``````

I have two different keys (actually ssh certificate) and I would like to tell ssh to use one for the proxy host and the other for the target. I know I could modify the ssh config for that but I would like to specify it on the command line so I don’t have to rely on a valid ssh configuration.

So I’m looking for something like:

``````ssh -i proxyhostkey -J root@proxyhost -i targetkey root@target
``````

The ssh man page of the `-J` options says (emphasis mine):

Note that configuration directives supplied on the command-line
generally apply to the destination host and not any specified jump
hosts. Use ~/.ssh/config to specify configuration for jump hosts.

Is it possible to do want I want ? Or do I have to ensure that the `~/.ssh/config` file will be correct ?

## The Problem

I am using a Logitech K480 Bluetooth keyboard with a 7th generation iPad (iPadOS 14.6) and I often notice that when I am navigating a body of text I have typed (e.g. in the Notes or Facebook apps) with the keyboard arrows the cursor will jump to the beginning of a text field if I push the up arrow twice in a particular location. It can be quite annoying when trying to navigate text I’ve typed; it’s difficult to intentionally navigate using it (or avoid it) because of the variable length of lines in paragraphs.

The first push of the up arrow will move the cursor one line up and then the second push will jump the cursor; it happens both immediately and if I wait. If I push the down key after the jump (again either immediately or if I wait), the cursor will jump back to the original line (i.e. the line I was on before I pushed the up key the first time). The cursor jumping behaviour will occur again in the same manner when pushing the up key twice.

This behaviour consistently occurs if the cursor is at the end of a line following the first up arrow push, no matter the location of the paragraph on the page or the position of the line in the paragraph.

## Related Behaviour

There is some related behaviour. When using Command + left arrow to skip to the end of the line, pushing the up arrow will consistently not move the cursor to the line above but will instead jump the cursor to the beginning of the same line (pushing the down cursor subsequently will jump the cursor back to its original position at the end of the line). Sometimes when navigating a typed document with the arrow keys, a push of the up or down arrow key seems to move two lines at once.

## Possible Explanations

Together these behaviours and their consistency make me think this is an iPadOS ‘autoscrolling’ function, analogous to how deleting text with the onscreen keyboard speeds up the longer the backspace button is held. However, I have not found any documentation of this behaviour by Apple or anywhere else online.

I don’t think this is a feature of the K480 keyboard; it is not listed anywhere in the Logitech documentation, and the responder to my enquiry to Logitech seemed to have no knowledge of this phenomenon (though it was a particularly unhelpful response…). My work’s IT manager thinks it is likely an iPad software feature.

Perhaps this is just a feature of Apple devices that I’m not aware of (e.g. something that’s shared between Macs and iOS devices), but it is strange that I can’t seem to find even a mention of this behaviour.

## The Questions

Has anyone else observed this behaviour? Can it be customised or toggled? Is there some documentation (or personal experience) of the behaviour that lays out how it works?

## unity – How to stop a jump midair and remove y velocity in the process

What I want to do is to cut a jump midair by turning off the y velocity when the player releases the jump button (like in Hollow Knight). I managed to do that with:

``````rb.velocity = new Vector2(rb.velocity.x, 0f);
``````

My problem is when I cut the jump and I am midair, if I repeat the release jump button process, the whole thing happens again, the character staggers as long as I am releasing the jump button continously.

I would like to be able to do that only once when I am off the ground. I am a noob when it comes to coding so I don’t really know what to do.

`````` using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class PlayerController : MonoBehaviour {

public Animator animator;

private Rigidbody2D rb;
public float speed;
private float moveInput;
public float jumpForce;

private bool isGrounded;
public Transform feetPos;

private float jumpTimeCounter;
public float jumpTime;
private bool isJumping;
private bool facingRight = true;
public float jumpDownForceY = 0;

void Start()
{
rb = GetComponent<Rigidbody2D>();

}

void Update()
{

if (Input.GetButtonDown("Jump") && rb.velocity.y == 0)

if (Mathf.Abs(moveInput) > 0 && rb.velocity.y == 0)
animator.SetBool("Running", true);
else
animator.SetBool("Running", false);

if (rb.velocity.y == 0)
{
animator.SetBool("Jumping", false);
animator.SetBool("Falling", false);
}

if (rb.velocity.y > 0.2)
{
animator.SetBool("Jumping", true);
}

if (rb.velocity.y < 0)
{
animator.SetBool("Jumping", false);
animator.SetBool("Falling", true);
}

if (isGrounded == true && Input.GetButtonDown("Jump"))
{
isJumping = true;

jumpTimeCounter = jumpTime;
rb.velocity = Vector2.up * jumpForce;
}

if (Input.GetButton("Jump") && isJumping == true)
{

if (jumpTimeCounter > 0){
rb.velocity = Vector2.up * jumpForce;
jumpTimeCounter -= Time.deltaTime;
} else {
isJumping = false;
}

}

if (Input.GetButtonUp("Jump"))
{
isJumping = false;
rb.velocity = new Vector2(rb.velocity.x, 0f);

}

}

void FixedUpdate()
{
moveInput = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
Flip(moveInput);

}

private void Flip(float moveInput)
{
if (moveInput > 0 && !facingRight || moveInput < 0 && facingRight)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}

}
}
``````

## libgdx – Should delta be applied to every change per frame ? (e.g. acceleration, deceleration, jump, etc.?)

I have written a game based on another game’s original physics. I have all the constants the original game used in the Sega Megadrive. For example:

``````float ACCELERATION = 0.03287f;
float DECELERATION = 0.4f;
float FRICTION     = ACCELERATION;
float TOP_SPEED    = 8f;
``````

when the player presses the right button I do:

``````     if (rightPressed) {
speed.x += ACCELERATION * delta; // accelerate

if (speed.x >= TOP_SPEED * delta) {
speed.x = TOP_SPEED * delta; // impose a top speed limit
}
}
...
else { // user is not moving the player (left/right)
speed.x -= Math.min(Math.abs(speed.x), FRICTION * delta) * Math.signum(speed.x);
}
``````

Several lines later:

``````    x += speed.x * delta;
y += speed.y * delta ;

``````

Is the delta here used correctly? Should it appear anywhere as I did or just the moment I set x and y? My understanding is that speed should accelerate according to delta as well.

Another problem I have is that, by using the original game constants, the character moves in slow motion (even if I only have delta at the moment of updating x and y) so I had to multiply all constants by 15000 in order to have normal playing speed. I expected I may have to multiply by 60 (because of the 60 frames per second of Sega Megadrive) but not by 15000.

## c++ – 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;
}
$$```$$
``````

I am trying to create a google sheet that lists all payments made for tuition by family. I would like to use only one tab (not create a tab for each family) as I have about 120 families to keep track of.

Any thoughts of the best way to do this without having to scroll forever to get to the specific family I need to look at? Currently I have the families listed in alphabetical order in multiples of 4 going down and then the next set of 4, etc. This is easier when it comes to printing certain sections of the sheet for cross reference (ie not having to scroll down forever to find a name).

Date Family
Penland
8/6/20 \$150 cc = app fee
8/17/20 \$550 ck #2635 = reg, corp
9/10/20 \$650 ck #3016 = Aug tuit
10/12/20 \$650 ck #4361 = Oct tuit
11/10/20 \$650 ck #3027 = Nov tuit
12/16/20 \$650 ck #2143 = Dec tuit
1/20/21 \$650 ck #2738 = Jan tuit
2/26/21 \$650 ck #4622 = Feb tuit

I know how to use the F5 shortcut to get to a specific cell but how do you get to a specific cell by typing in the name of the family? That would help with the whole scrolling issue.

Or if anyone has a better idea of how to record these payments I’d love your help.

## plugins – Shortcode use creates a scroll error/ jump to top of page?

plugins – Shortcode use creates a scroll error/ jump to top of page? – WordPress Development Stack Exchange