#Going down 2D sloped tilemaps results in clunky movement if gravity loses to movement speed
4 messages · Page 1 of 1 (latest)
A way to deal with this is have a ray trace down to the ground to check the normal (angle) of the slope. If it is too steap then let gravity handle it.
If it is at 45 degrees then have the player move in that angle when movement is pressed.
What is happening is it sees the ground and moves on the horizontal, next frame it doesn't see it on ground and then falls then sees the ground and moves horizontal again... getting a bumpy stair like movement.
How exactly would you let gravity handle it if the character had stop on slope enabled?
Create a third type of movement called slide where it does the same thing as forward pressed but using gravity to control it instead of the user button