Comments (4)
Thank you for leaving it open: It was the best first issue ever! :D
I did play around with the state machine so I created a PR that fixes this issue: #199
The diff is a bit cryptic, but I hope it's okay. Please do let me know if there's some better way to do it.
from open-project-1.
This can be fixed by adding a transition from Sliding
to JumpDescending
if IsGrounded
is false.
from open-project-1.
A cute little bug :)
I'll leave it open in case somebody new to the project wants to fix it. It's a good first contribution, nice to get used to the state machine.
from open-project-1.
When working on issue #228 I notice this still occurs. The problem is the player can "hang" off the edge to where IsSliding = true
and IsGrounded = true
circumventing this fix.
IsSliding
is only a check of the angle from lastHit
location on the character's collider and the normal of the geometry that hit it. Because the bottom of the capsule collider is round, you can put yourself in a situation where the lastHit
angle is greater than 45 and IsGrounded
is true but have enough surface friction to not be falling off the edge yet. This also happens very briefly if you run off the edge.
It also interferes with the animation triggers.
Adding IsActuallyMoving
from PR #227 should solve the "hanging" part but I'm not sure what to do about the brief moment it occurs when you run off the edge. Or if it needs to be dealt with at all.
from open-project-1.
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from open-project-1.