Hello!
Thank you for saving me the time of prototyping quake movement in unity. Here is my little payback.
I updated the JS script to drop use of obsolete APIs (made compatible with Unity 2018).
Also in both C# and JS scripts:
I fixed the overaccel over Z axis (forwards/backwards) in midair. Although I'd appreciate testing if that bug ever occured for anyone else but me. To reproduce simply jump and hold forwards and watch yourself fly breeze through the air at ~40 ups (while MaxSpeed is just 7 and we're not even strafin).
Top Velocity stat display used to display wrong value because it was also adding the Y axis (up/down) into calculations, which is not what we interested in most likely.
Implemented holdToJump option toggle, just a quality of life for some filthy casuals like me, who get bored to time the jumps even with queueing 😄
Csharp script tries to use Camera.main as playerView if the latter is null when script Start.
Hello! Thank you for saving me the time of prototyping quake movement in unity. Here is my little payback.
I updated the JS script to drop use of obsolete APIs (made compatible with Unity 2018).
Also in both C# and JS scripts:
Csharp script tries to use Camera.main as playerView if the latter is null when script Start.
I appreciate any edits/feedback and etc.
Thanks!