TommysTonsils
New member
Hi! I've been learning the first-person character controller the last few days, and have been mostly able to tweak everything to my liking with the included fields. The only thing I'm struggling to configure is the jump physics: specifically, getting it so that the character's velocity is preserved on jumping, and does not decelerate until grounded again, while also allowing some minimal ability to redirect in mid-air. Put another way, I need a lower airborne acceleration value without clamping down on any velocity they had coming into the jump.
Having pored over all the included options, it seems like using the state system is the first piece of the puzzle, but I'm still struggling to make it work. If I lower the player's air acceleration, a jump will stop them dead in their tracks. If I raise air acceleration, air movement and ground movement become indistinguishable and they can't "commit" to the direction of a jump.
If this requires a custom script to accomplish, that's ok, but I figured I would check and see if it was possible with the stock options. Thanks!
Having pored over all the included options, it seems like using the state system is the first piece of the puzzle, but I'm still struggling to make it work. If I lower the player's air acceleration, a jump will stop them dead in their tracks. If I raise air acceleration, air movement and ground movement become indistinguishable and they can't "commit" to the direction of a jump.
If this requires a custom script to accomplish, that's ok, but I figured I would check and see if it was possible with the stock options. Thanks!
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