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mtakac avatar mtakac commented on May 3, 2024 2

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.

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DeivSky avatar DeivSky commented on May 3, 2024 1

This can be fixed by adding a transition from Sliding to JumpDescending if IsGrounded is false.

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ciro-unity avatar ciro-unity commented on May 3, 2024

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.

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jandd661 avatar jandd661 commented on May 3, 2024

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.

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