Комментарии:
This channel is a goldmine
Thank you so much for creating and sharing these amazing videos! Your hard work and dedication are truly appreciated❤❤❤
Liam is sorry
ОтветитьCan you please show how to implement double jump WITH Coyote time and jump buffer as you've done in this video. I'm kinda confused on how to implement double jump with both of these timers.
ОтветитьI really hope you guys go back to this 3D series to add NPC's and interacting with more than collectibles! I know that's asking for a lot, but I don't enjoy any other tutorials as much as KetraGames! Thanks for all of your help!
ОтветитьI just want to ask, are you use auto typer for your script or ur just typing on the keyboard by your self? Because i saw ur typing there's no any single mistake while you're typing which are very amazing.
ОтветитьFor some reason, my character is bouncing slightly at a standstill, I've doubt checked everything and it all looks good. Any idea what could be causing this bouncing bug?
ОтветитьReally Nice!
ОтветитьFor some reason I now have a higher jump when i double tap.
Ответитьthank you so much, this channel has such wonderful and helpful content.
ОтветитьJust adding this functionality has made a massive difference to the playability of my game. Superb. Thanks for the excellent tutorials.
ОтветитьMy character does not jump when I press left and up on the keyboard and press jump, and also when I press right and down on the keyboard and press jump? Does everyone have it? Your code is half working!
ОтветитьI think the "coyote time" is actually a realistic concept that players intuitively assume they can do.
Consider when you jump off a ledge, and you want to jump out and away from it. You don't just jump up from on top of the ledge, you launch yourself off the corner as you leave it. This requires that you are pushing off with your foot behind you while your main body is already over the ledge.
The code is simple but I took nearly an hour to somewhat understand it. Thanks a lot.
Ответитьthis works for 2d as well!
ОтветитьThank you so much, my game feels so much better now
Ответитьit was so easy to implement and makes such a big difference! Thank you
ОтветитьWhy is jumpButtonPressedTime necessary? If you enter the outer if() block checking against lastGroundedTime and the player pressed jump this frame, then jumpButtonPressedTime will always equal Time.time, which means the second if() will always be true. I just don't see under what circumstances would you enter the outer if() but not the inner if() if the player pressed jump. Or am I missing something?
Ответитьhello. so the problem is that i can only jump but i can't walk or run my character is only playing the animation of running and walking but my character is not moving plz can u help me this issue plz kindly reply
Ответитьmy character is really slow
ОтветитьI remember old 3D games on PSX and N64 that had no coyote time. I learned to curse constantly for minutes thanks to them.
ОтветитьGreat tutorial, but i have a pronlem with "float?":
CS1061: 'float?' does not contain a definition for 'time' and no accessible extension method 'time' accepting a first argument of type 'float?' could be found (are you missing a using directive or an assembly reference?)
Anyone know how to fix it?
This channel is a goldmine of actually extremely useful and interesting information. Thank you so much; I've implemented like 4 of your videos so far. Still going through them now.
ОтветитьHelpfull video! Thank you!
But when I add animator compoment to my character ySpeed is fluctuating continiously (from -25 to -0.5). Even character is on ground. So sometimes my jump is not working when jump button is pressed. Very strange behavior.
As soon as I remove animator component behavior is according to script.
What is the reason?
Thank's in advanced!
Ive been using Unity for years, this is my first time seeing the nullable mark
XD
Hi Ketra! Very useful tutorial. Btw this is causing my character to double jump when spamming the jump button, I believe because the coyote time is being implemented not just when falling off a platform but also when staying on the ground. Do you know about any solution to this?
And also, I'm working on another project using Bolt Unity (visual script). Do you know by any chance how to implement "nullable floats" in there? If not for this I could have it working also on that project. If you don't know about it, then do you know a work around for not using nullable floats?
Thank you in advance! :)
thanks a lot for your videos!
Ответитьwell, I've never seen that shorthand for nullable float. Interesting
ОтветитьThis is super useful, but I only have one problem, if I press the jump button many times and very quickly my player does a double jump, is there any way to fix this?
ОтветитьRealy great And Usefull tutorial, thank you
Ответитьomg, thank you a lot! I been fighting with the code for the coyote jump for a week without success until I found your video.
ОтветитьGreat video, thank you!
ОтветитьAmazing how much of a difference this makes on making controls less frustrating to intuitively get a feel for.
Clean application. Thank you!
super helpful, thanks.
ОтветитьAllowing jump for a small time after leaving a plattorm is called Coyote Time. Not sure what the other is called: Cached Jump or Queued Jump, maybe?
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