Adding a roblox double jump script to your project is one of those quick wins that instantly makes your game feel more responsive and professional. If you've ever played an "obby" or a fast-paced platformer on Roblox, you know that the standard single jump can feel a bit stiff sometimes. Giving players that extra bit of air time doesn't just make the movement more forgiving; it opens up a whole new world of level design possibilities.
Let's be real: nobody likes falling off a platform because their jump was a pixel too short. By the time you finish reading this, you'll have a solid understanding of how to implement this feature and, more importantly, how to tweak it so it fits the specific vibe of your game.
Why Use a Double Jump?
Before we get into the nitty-gritty of the code, it's worth thinking about why you'd even want a roblox double jump script in the first place. For most developers, it's all about "game feel." In the industry, we often call this "juice." A game with juice reacts to the player in a way that feels satisfying.
Standard Roblox physics are fine, but they're a bit generic. When you add a double jump, you're telling the player that your game is about agility and exploration. It changes the rhythm of movement. Plus, it's a great way to hide secrets in higher places that a regular player wouldn't be able to reach.
The Basic Logic Behind the Script
So, how does this actually work in Luau (Roblox's version of Lua)? We can't just tell the game "jump twice." We have to listen for when the player presses the jump key, check if they're already in the air, and then manually trigger a second upward force.
We're going to use something called UserInputService. This is a built-in Roblox service that tracks everything the player does with their keyboard, mouse, or controller. We'll also need to keep track of the character's "state"—basically, is the character currently walking, jumping, or falling?
Where to Put the Script
This is a common stumbling block for beginners. Since movement is handled on the player's side to keep things smooth (nobody wants laggy jumping), we need to use a LocalScript.
The best place to put this is inside StarterCharacterScripts. When you put a script there, Roblox automatically copies it into the player's character model every time they spawn. It makes things way easier because we don't have to manually find the character every time the player resets.
Writing the Double Jump Script
Here is a straightforward version of a roblox double jump script that you can copy and drop into your game right now.
```lua local UserInputService = game:GetService("UserInputService") local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local humanoid = character:WaitForChild("Humanoid")
local canDoubleJump = false local hasDoubleJumped = false local oldPower = humanoid.JumpPower
-- How high the second jump should be local DOUBLE_JUMP_POWER = 60
function onJumpRequest() if not character or not humanoid or not character:IsDescendantOf(workspace) then return end
if canDoubleJump and not hasDoubleJumped then hasDoubleJumped = true humanoid.JumpPower = DOUBLE_JUMP_POWER humanoid:ChangeState(Enum.HumanoidStateType.Jumping) end end
humanoid.StateChanged:Connect(function(old, new) if new == Enum.HumanoidStateType.Landed then canDoubleJump = false hasDoubleJumped = false humanoid.JumpPower = oldPower elseif new == Enum.HumanoidStateType.Freefall then wait(0.1) -- Small delay to prevent accidental double jumps canDoubleJump = true end end)
UserInputService.JumpRequest:Connect(onJumpRequest) ```
Breaking Down the Code
I don't want to just give you a block of text and leave you hanging. Let's talk about what's actually happening in that roblox double jump script so you can fix it if it breaks or change it later.
The StateChanged Event
The most important part here is the humanoid.StateChanged connection. This is how the script knows what the player is doing. When the state changes to Landed, we reset everything. The player is back on the ground, so they get their double jump back.
When the state changes to Freefall (which happens after you jump or walk off a ledge), we set canDoubleJump to true. I added a tiny wait(0.1) there because sometimes the game registers a jump and immediately thinks you're falling, which could trigger the double jump instantly. That little delay makes the controls feel much tighter.
The JumpRequest Function
We use UserInputService.JumpRequest instead of just checking for the Space key. Why? Because JumpRequest accounts for mobile players tapping the jump button and console players using a controller. It makes your script cross-platform by default, which is always a smart move on Roblox.
Inside that function, we check two things: can they jump, and have they already done it? if they're in the air and haven't used their second jump yet, we boost their JumpPower and force the character into the "Jumping" state again.
Making It Feel Better (Adding "Juice")
The script above works perfectly, but it's a bit "plain." If you want your game to stand out, you should add some visual feedback. When a player double jumps, they should see and hear that something happened.
Adding Sound Effects
You can easily add a "woosh" sound. Just find a sound ID you like in the Creator Store, put a Sound object in the character's root part, and call :Play() inside the onJumpRequest function. It sounds simple, but it makes the jump feel powerful.
Particle Effects
Another cool trick is spawning a small puff of dust or a ring of light under the player's feet when they perform the second jump. You can use a ParticleEmitter for this. Just enable it for a split second (maybe 0.1 seconds) when the double jump triggers. It gives the player a visual cue that they've used their extra move.
Common Issues and Troubleshooting
Sometimes your roblox double jump script might not behave exactly how you want. Here are a few things I've run into over the years:
- The "Infinite Jump" Bug: If you forget to set
hasDoubleJumped = true, the player will be able to fly by spamming the jump button. It's hilarious for about five seconds until you realize it ruins your entire game. - JumpPower vs. JumpHeight: Roblox recently changed how jumping works. Most modern games use
JumpHeightinstead ofJumpPower. If your script isn't making the player go up, check your Humanoid settings in the Properties window. If "UseJumpPower" is unchecked, you'll need to modify the script to changehumanoid.JumpHeightinstead. - Laggy Transitions: If the double jump feels delayed, it's usually because the script is a ServerScript instead of a LocalScript. Always handle input locally!
Tailoring the Script to Your Game
Every game is different. A horror game might want a very heavy, low double jump that barely gets you over a fence. A "Simulator" style game might want a massive double jump that launches you into the stratosphere.
Don't be afraid to mess with the DOUBLE_JUMP_POWER variable. Try setting it to something crazy like 150 just to see what happens, then dial it back to 45 for a more realistic feel. You can even add a triple jump by changing the hasDoubleJumped boolean into a counter (e.g., jumpsUsed = 0).
Wrapping It Up
Setting up a roblox double jump script doesn't have to be a headache. Once you understand that it's just about tracking the character's state and responding to an input, it becomes a very flexible tool in your developer kit.
The best way to learn is to take the code I wrote, put it in a test place, and start breaking things. Change the numbers, add some sounds, and see how it affects the "feel" of your character. Before you know it, you'll be writing custom movement systems that make your game a blast to play. Happy developing!