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(+1)

Hey, good to see you got it working in webgl! Like others have said, the jumping is very difficult to get to trigger. Additionally, I'm seeing evidence of an Update-based physics modification when moving. Ensuring all movement and physics application is inside FixedUpdate, not Update, will solve a lot of problems this introduces. Also, you can easily do ground detection by raycasting downward a short distance. Decent idea, timed platforming, looking forward to seeing the bugs get fixed!

(+1)

I’m glad you said that! I was suspicious that fixed update would be a better solution since working on the Unity essentials that had come up to use as opposed to update.