Jumping feels linear instead of parabolic

prisoncube

New member
Jumping just feels extremely off no matter how I tweak the values, how can I achieve a natural feeling jump? I thought using the values from the sample scene character would work but even that feels incorrect. Honestly, I'd be satisfied with an answer that just tells me some magic parameter values to use, but I'm starting to feel like maybe its not a me problem.

This discord user explains it better:

Thanks
 

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The jump relies on the gravity amount to bring the character back down. This value is accumulated within CharacterLocomotion.UpdateDesiredMovement. I can add it to my list to add another accumulation type, but you could also subclass and provide a different value:

Code:
            if (!m_Grounded && UsingGravity) {
                m_GravityAccumulation += m_GravityAmount * m_TimeScale * Time.timeScale * Time.deltaTime;
                m_DesiredMovement += m_GravityDirection * (m_GravityAccumulation * m_TimeScale * Time.timeScale);
            }
 
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