this post was submitted on 23 Jul 2023
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Game Development

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[–] [email protected] 3 points 1 year ago

If your doing the physics calculations on your own, you only need to run gravity physics when an onGround flag is false. You instead run a CheckOnGround() check to keep the onGround flag on. When it is not on ground, set a coyoteTimer and if CheckOnGround() is still false after the timer is up, then set onGround to false and run gravity physics.

They coyoteTimer time is dependent on the CheckOnGround radius and model speed, but it should be hardly noticeable. Run some tests and see what feels good.

Disclaimer, I'm not a professional, so I'm definitely open to better suggestions.