Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

well I'm not sure how high you intended the jump to be but I would say mine were pretty strong, I can maybe later make a quick clip for you to check if that's what it is, either that or I download the project directly from git and take a look at things.

How did you code the jump? Is it a force being added, a velocity? Are you doing it in the update method or fixedUpdate() ?

Then my guess is that the movements are indeed not running as they should, so I'm afraid that that might have added extra discomfort to the playing experience. I couldn't replicate the issue consistently enough to pinpoint the cause, but there's also a lot that I still have to learn...

I coded all movements (including jumps and wall jumps) as changes in velocities, which take place in the Update() method, and not scaled by Time.deltaTime (which occasionally popped by online as a solution, but is supposedly incorrect when dealing with body.velocity).

In case you did happen to check the code on git, all movements of the player are in the  Controller_V2 class.

In any case, thank you for your time! It's great to find so much support!

(+1)

Ok, I went to your git repo, but since you don't have the whole project there I can't exactly download and try it out on my own, but my advise to you would be to put a "Debug.log()" inside your Jump() method and then go back to the editor and try to jump a few times and check if that call is not triggering more than once, that would be my first guess. If so, you could make a global bool "canJump" and in place of calling Jump() in the update method you would set that bool to true, and then in the FixedUpdate() you would say if(canJump){ Jump(); }

I'm not sure if that solves it, but you could try it.

thanks for the suggestions! I’m once more out of town, but I’ll try as soon as I get back -would be nice if it worked, and it does sound like a very sensible hypothesis :)