#Character stays airbourne after landing
1 messages · Page 1 of 1 (latest)
My surfaces are one continous object merged from a composite tilemap.
I set this up that way because she kept bumping on flat geometry as she walked.
Oh hey, now adding the buffer does what I want it to do. I just need to disable input temporarily so that she can't bump into again.
SuccubusInput.cs
HandleCollision(Collision2D collission, CollisionType collisionType)
{
...
else if (Airbourne() &&
collision.collider.CompareTag(Tag.Platform) &&
collision.contactCount > 0 &&
SurfaceIsVertical(collision)
)
{
Vector3 localPosition = player.Transform().localPosition;
player.Transform().localPosition = new Vector3(
localPosition.x - 0.01f,
localPosition.y,
localPosition.z
);
}
...
}