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tthmok avatar tthmok commented on September 24, 2024

Did some additional testing with different runspeeds. With (very) low runspeed you won't fall through the platform. What does happen is that you sort of "sink" into the platform a little bit. Once you start sinking if you move right/left back and forth even at a low runspeed you will eventually fall through the platform.

This picture shows some of the "sinking":
screen shot 2014-05-23 at 11 55 18 am

From the previous picture I jump straight up and land (no right/left movement) and the character is no longer "sinking".
screen shot 2014-05-23 at 11 56 57 am

from charactercontroller2d.

prime31 avatar prime31 commented on September 24, 2024

I think I know exactly what this is. This is due to having deltaMovement.y greater than zero. It cause the one way platforms to be excluded from the rays. I think adding a check for if grounded dont exclude one way platforms will do the trick. Grab a fresh version in a few minutes and I'll push that.

On a side note, I am adding a different isGrounded check that will also help out this solution. Basically, rays arent perfect for checking if grounded so there will be an added box cast that will let the character be grounded as long as they are skinWidth from the platform. That will help this solution and some odd edge cases.

from charactercontroller2d.

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