#Preserving player's local y velocity correctly

1 messages · Page 1 of 1 (latest)

hexed moss
#

created thread

slate sparrow
hexed moss
#

hmm yeah, true

slate sparrow
#

This splits your velocity into two parts:

  • perpendicular to your gravity vector
  • parallel to your gravity vector
#

Just grabbing the y component happened to be correct for normal gravity