Closed andthenwhat closed 2 years ago
So Velocity it m/s, Acceleration is m/s^2 (i.e. gravity)
So in the brackets we only multiply the acceleration by delta time to turn it into a velocity increment so that we can add it to the current velocity.
New Velocity = m/s + (m/s^2 * s) = m/s + m/s = m/s
Then we multiply the New Velocity by delta time again to get the displacement: m/s * s = m
So after looking at it, the first one does seem correct to me still unless I've missed something. However, if the character is dropping like a rock there must be some other issue which I haven't seen myself. I'll investigate.
My fault for not seeing the parentheses around velocity, sorry for wasting your time!
MxMRootMotionApplicator.cs:119 is currently
but I think I think velocity.y needs to be scaled by a_deltaTime as well (since velocity is in m/s):
the player was dropping like a rock whenever I went off a platform, and I think the latter is right. I searched issues and discord for references to this and didn't see any, but apologies if this is a duplicate.