If you've been trying to get a roblox double jump script local working in your game, you probably already know that movement is the soul of any good platformer. It's that extra bit of mobility that makes exploring a map feel less like a chore and more like a playground. While the default Roblox jump is fine for basic stuff, it can feel a bit stiff if you're aiming for a more arcade-style experience.
The cool thing about using a local script for this is that it handles the player's input instantly. Since the logic lives on the player's computer rather than the server, there isn't that annoying delay between pressing the spacebar and seeing the character actually move. If you've ever played a game where the controls felt "heavy" or laggy, it's often because movement logic was being bogged down by network latency. We want to avoid that entirely.
Why use a local script for jumping?
In the world of Roblox development, you're always balancing what happens on the server and what happens on the client. For something like a roblox double jump script local, the client is almost always the better choice. When a player hits that jump button for the second time, they expect immediate feedback. If the script had to send a message to the server, wait for the server to process it, and then send the "okay, you can jump" message back, the window for a satisfying double jump would likely have already passed.
By keeping it local, the physics response is snappy. Now, some people worry about exploiters when it comes to local scripts, but for basic character movement like a double jump, the built-in Roblox physics engine usually handles the heavy lifting of keeping things relatively sane. Plus, you can always add server-side checks later if you're building a highly competitive game. For now, we want that smooth, responsive feel that only a local script can provide.
Where the script actually goes
Before you start typing away, you need to know where to put the script so it actually runs. You generally have two main choices: StarterPlayerScripts or StarterCharacterScripts.
Most people prefer putting a roblox double jump script local into StarterCharacterScripts. Why? Because every time a player's character spawns, the script resets and starts fresh. It automatically links itself to the new character model without you having to write extra code to find the new humanoid. It's just cleaner and saves you a few headaches when dealing with player respawns.
Setting up the core logic
To get started, you'll be leaning heavily on the UserInputService. This is the primary tool Roblox gives us to detect when a player presses a key, taps a screen, or clicks a button. In our case, we're looking for that second press of the spacebar.
The logic goes something like this: 1. The player jumps once (the default Roblox jump). 2. The script detects they are now in the air. 3. The player presses the jump button again while still in the air. 4. The script checks if they've already double-jumped. 5. If they haven't, it applies an upward force and marks the double jump as "used." 6. Once they hit the ground, the double jump is reset.
It sounds simple, but you have to be careful with the "state" of the humanoid. Roblox humanoids have different states like Falling, Jumping, Running, and Landed. You'll want to listen for these state changes to know exactly when to allow that second leap.
Dealing with the physics
When you actually trigger the second jump in your roblox double jump script local, you aren't just telling the character to "jump again." You're usually modifying the character's velocity or using a VectorForce.
A common trick is to momentarily change the JumpPower or manually set the AssemblyLinearVelocity of the HumanoidRootPart. If you just tell the humanoid to jump while it's already in the air, sometimes it doesn't do anything because the internal "isJumping" flag is already set. By applying a quick burst of velocity upwards, you get that nice, predictable boost regardless of what the default jump state is doing.
Making it feel right
One thing I've noticed in a lot of games is that the double jump feels a bit too "floaty" or, conversely, too "weak." To fix this, you should play around with the power of the second jump. It doesn't have to be the same strength as the first one. Sometimes, making the second jump about 70-80% as strong as the first makes the movement feel more controlled.
Also, think about the timing. Do you want players to be able to double jump the very millisecond they leave the ground? Probably not. Adding a tiny "cooldown" or a check to ensure they've reached a certain height can prevent the double jump from looking like a glitchy stutter.
Adding a bit of polish
If you want your roblox double jump script local to stand out, don't just stop at the physics. A jump is just a movement, but a "double jump" is an event. You can add a little puff of smoke particles at the character's feet when the second jump triggers.
Sound effects are also huge. A subtle "whoosh" sound makes the action feel much more intentional. In Roblox, you can easily trigger a sound from within the local script. Just make sure the sound is parented to the character's head or root part so it follows them as they fly through the air.
Handling mobile and controllers
Don't forget that a lot of Roblox players aren't using a keyboard. The great thing about UserInputService is that it's pretty versatile, but for jumping specifically, it's often easier to track the Jump property of the Humanoid itself.
By watching for Humanoid.Jump to become true, your script will automatically work for mobile players tapping the jump button and console players hitting the "A" or "Cross" button. This makes your roblox double jump script local much more inclusive without you having to write three different versions of the same input logic.
Common pitfalls to avoid
I've seen a few scripts where the player can just spam the jump button and fly into the stratosphere. This usually happens because the dev forgot to add a "debounce" or a state check. Always make sure you have a boolean variable—something like hasDoubleJumped—that you set to true the moment the second jump happens.
You also need to make sure you're resetting that variable properly. The best way is to use the StateChanged event. When the humanoid state changes to Landed, set hasDoubleJumped back to false. If you forget this, the player might find they can only double jump once per life, which is definitely not what you want!
Testing and iteration
Once you've got your roblox double jump script local written, spend some time just jumping around your map. Does it feel natural? Can you reach the platforms you intended? Sometimes you'll find that a double jump makes your levels too easy to skip.
If that's the case, instead of removing the script, try tweaking the gravity or the jump height. Building a game is all about that back-and-forth between coding a feature and testing how it actually impacts the gameplay loop.
Final thoughts on implementation
Writing a script like this is a great way to get comfortable with how Roblox handles character physics and client-side input. It's a small piece of code, but it has a massive impact on how your game "feels" to the average player.
Whether you're making an obby, a combat game, or just a social hangout, having a solid roblox double jump script local in your toolkit is always a plus. It's one of those fundamental building blocks that you can take from project to project, refining it every time until you have the perfect movement system. So, get into Studio, open up a new LocalScript, and start experimenting. You'll be surprised at how much better your character feels with just a few lines of logic.