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(1 edit)

So, when I moved with WASD, I saw that the player walks a bit more seconds than it was supposed to, since you are using Unity, I am guessing you are using the default input system, and used Input.GetKey and now Input.GetKeyRaw, if i'm not mistaken with the names.

Input.GetKeyRaw, basically is Input.GetKey, but with no smoothness. Input.GetKey it smooths the result, this means that if you press a key, it will take a while to get at 1. But the raw version, basically already gets to 1, no delay.

But still, very coolio game!

I don’t remember whether I used GetAxis or GetAxisRaw but I do remember that the move direction is Normalized, meaning that it shouldn’t have a huge effect either way. I think the main issue may be that the players walk animation needs to finish before it can stop. Just because without that, the players rotation would snap back and that wouldn’t look very good. There’s probably a bit of maintained velocity but since the controls don’t need to be precise for anything I think it may be mostly fine. I might look into different ways to do the animation, thanks for playing and giving feedback.