Closed SharpenedSpoon closed 8 years ago
That is DEFINITELY a feature! I vote for leaving it as is.
Mike
On Jul 5, 2015, at 5:01 PM, Ian Douglas notifications@github.com wrote:
I submit this bug in the form of a (low FPS, sorry) gif:
Pretty sure I know the issue, and I would submit a pull request but I am unsure as to how you want to approach the solution. In the DemoScene.cs example, when holding "down" on a sloped platform, we do not fall through it, but still get our y-velocity multiplied by 3 - so, if we also hit jump while holding down, since we get a jump y-velocity assigned before the "falling through platforms" y-velocity, then we launch way up into the air!
Entirely possible this is a feature, not a bug :D
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At least let us turn if off :p
Also, the bug can occur virtually anywhere that isn't a one-way platform. I'm not really sure how to fix it while still allowing the controller to drop down through the platform.
A simple fix for this is simply to modify the following.
if (_controller.isGrounded && Input.GetKey (KeyCode.DownArrow)) {
//_velocity.y *= 3f; <-- comment this line out
_controller.ignoreOneWayPlatformsThisFrame = true;
}
I submit this bug in the form of a (low FPS, sorry) gif:
Pretty sure I know the issue, and I would submit a pull request but I am unsure as to how you want to approach the solution. In the DemoScene.cs example, when holding "down" on a sloped platform, we do not fall through it, but still get our y-velocity multiplied by 3 - so, if we also hit jump while holding down, since we get a jump y-velocity assigned before the "falling through platforms" y-velocity, then we launch way up into the air!
Entirely possible this is a feature, not a bug :D