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I've found out about that when researching it for this project (though.. a little too late, since I no longer use unity). Apparently, Godot does that by default on runtime, so I'm still unsure what causes the issue, the player has continuous collision detection enabled as well, and I even changed the bottom of the player's hitbox to be a capsule collider instead of a box so it at least doesn't *completely* stop the player.  If you ever find out what could be the issue, please let me know, after the game jam voting period is over, I will make a small patch to fix many glaring issues the game has (wrong UI scale, crashes on restart, tilemap collision, etc.), and I would love to resolve this issue then.