Right after the Player jumps, the GroundTimer is started. It should prevent the Player's FloorCast and WallDetectionCast from detecting anything, because otherwise they make the Player return to the Idle/Walk state.
The same issue is present with the WallJump, since it uses similiar code.
Right after the Player jumps, the GroundTimer is started. It should prevent the Player's FloorCast and WallDetectionCast from detecting anything, because otherwise they make the Player return to the Idle/Walk state.
The same issue is present with the WallJump, since it uses similiar code.