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(+1)

Jokes aside :P

For the jump, I'd recommend using this:

https://answers.unity.com/questions/854006/jumping-a-specific-height-using-veloc...

On key release, zero the upward vector/value. You can create a separate variable for gravity when falling. That way you have a gravity value (or "speed") for jumping up, and down, giving you a fair bit of control on the feel.

The circle collider was probably better, you'd just need to control the slopes better. Your speed should be constant, and as it is now, I keep getting stuck in some places :(

Lots to think about here, once I'm not wrapped up in the editing I am going to focus on the 'feeling' of the jump.

I have set up a fall gravity and default gravity that I lerp between after releasing a jump, it seems to be giving me a lot of control in how heavy the fall is and how much variance in height I can achieve without flattening the y value immediately.


Will need a day or two to finish editing though and handle slopes before another updated build hits.

Really appreciate the thought :D I think the fundamentals for my slope movement needs to change