Closed ksjfhor closed 6 months ago
Will take a look myself but from your video this looks to me as working as intended. Crouch-jumping aka duck-jumping has been a staple in quite a few games, and I think the first person controller was explicitly made to support it.
I think the jump cooldown timer is only used to avoid retriggering jumps on bad collisions.
@Phazorknight I have a branch I'm working on to address the visual jitter as well as some improvements for slide jumping
I would say this is very much intentional. I tried to make jumping consistent for crouch jumps and regular jumps by saying that you wind up with the players feet off the ground by exactly the same amount
The visual jitter comes from the camera moving back up into the "standing" position, which is why your jump ends up where it would've been if you'd jump via standing
Ty both. I was not sure as it felt not right for me, I am looking forward for the PR#82 :)
Considering this solved with the merge from #82 / https://github.com/Phazorknight/Cogito/commit/001c48f0dbab6cb4a2450c5d8e988fdb341c893b.
Hi, when you have crouch_jumping active (like the standard when opening up the project). Do the crouch jumping but let go of the crouch_button ("c"), shortly after jumping ("space") you gain height to nearly the point where you would regulary land when you jump.
Is this intended ? For me it looks like the JumpCoolDownTimer is not working.
https://github.com/Phazorknight/Cogito/assets/87974401/a589c0b7-ec9b-4f90-9ff4-170da9eb989a
At first I just crouched and jumped for you to see a marking with the target, otherwise it would be hard to see / recognize if not played by yourself.