#SpawnCampGames
1 messages · Page 1 of 1 (latest)
don't worry imma make this into a thread.. But how would I fix this? I don't really want to rewrite the logic unless its necessary..
In my mind when i was brainstorming i was thinking "hey, if your momentum slows to where you are basically still (not moving forward or backwards)
then i could just hardcode the groundMomentum to zero.. so if u were to release the direction ur airbourne moving.. then there would no longer be
the ground force that picks back up..
but how? and also.. How? lol.. not really sure how to implement a way to check if its within a magnitude or w/e.. the velocity may zero out on one axis plane
but u still might be moving left/ right .. and ofc ur still falling as gravity is always in effect..
the movement call is towards the top and is basically just
(groundedInput * initialSpeed) +
(airbourneInput * playerSettings.airSpeed) +
(Vector3.up * generatedGravity);
cuz, as i said I manipulate the input values to control the momentum damping
where myCC.Move(finalVelocity * Time.deltaTime); just grabs those values
which are in the private void GetInput() function..
sorry about the long read but i wanted to explain everything i could think of..
to give this question time to get some adequate responses w/o me having to explain more and burying the responses..
any help, critique, suggestions, or solutions are welcome..
thanks :), have a lovely day..
another video that maybe shows it off a little better.. hard to see w/o keycasts but just imagine im walking left -> jump -> holding right for a second and releasing all keys