DannyPanizo
New member
Hi everybody,
This is probably has a very easy solution, but I have been scratching my head and trying to solve this and can't find it.
I'm trying to make a character with some exagerated movement (alas a 3D platformer) with the new Third Person Controller. I managed to keep the Speed Change automatic and I scripted a progressive acceleration to its speed. As the Start type is automatic when I Jump it keeps the inertia of the ground speed that I achieved with the progressive speed change.
Problem comes if I release the stick (or any input for movement) mid air. It's true that I scripted the progressive Speed Change to the delta time, and I know the issue comes that it resets the speed when the movement stops, so what's really going on is that when I stop applying movement the speed sets drastically to the original walk speed.
I tried working around it with the state system, but it doesn't seem to work and my brain has turned into goo by this point. Im thinking of making a progressive damping system when movement is stopped (I don't like that it stops so suddenly after reaching the maximum speed). I already thought of this as a next step because I really love how in the Super Mario games when you change direction it does like a brake with animation and dust comes off its feet. I was thinking of doing something like that with a tiny bit of brake distance. But when fall comes in mid jump I really want the fall to ignore that you stopped applying speed change and get control of that damping force on the velocity.
Am I overcomplicating things?
This is probably has a very easy solution, but I have been scratching my head and trying to solve this and can't find it.
I'm trying to make a character with some exagerated movement (alas a 3D platformer) with the new Third Person Controller. I managed to keep the Speed Change automatic and I scripted a progressive acceleration to its speed. As the Start type is automatic when I Jump it keeps the inertia of the ground speed that I achieved with the progressive speed change.
Problem comes if I release the stick (or any input for movement) mid air. It's true that I scripted the progressive Speed Change to the delta time, and I know the issue comes that it resets the speed when the movement stops, so what's really going on is that when I stop applying movement the speed sets drastically to the original walk speed.
I tried working around it with the state system, but it doesn't seem to work and my brain has turned into goo by this point. Im thinking of making a progressive damping system when movement is stopped (I don't like that it stops so suddenly after reaching the maximum speed). I already thought of this as a next step because I really love how in the Super Mario games when you change direction it does like a brake with animation and dust comes off its feet. I was thinking of doing something like that with a tiny bit of brake distance. But when fall comes in mid jump I really want the fall to ignore that you stopped applying speed change and get control of that damping force on the velocity.
Am I overcomplicating things?