Comments (3)
CC2D snaps on slopes by default. To change that behavior you will need to modify the handleVerticalSlope method to accommodate the specific feel you are looking for.
from charactercontroller2d.
I should have included this at the beginning - is this kind of drop-snap the expected behavior?
from charactercontroller2d.
When a sloped surface is below snapping will occur by default. You can modify the Ray distance used for slope detection to be as small or large as you would like to get the exact feel you want. See the _slopeLimitTangent ivar for all code that deals with slopes and snapping.
from charactercontroller2d.
Related Issues (20)
- SpriteShape incompatible?
- OneWayPlatforms not detected on slopes
- License ShareAlike requirements HOT 1
- Seemingly random clipping into walls and ground.
- Enemies should use CC2D as well? HOT 1
- Time Scale & Target Frame HOT 1
- inconsistent grounding detection HOT 4
- License prohibits using this asset in any commercial game HOT 1
- When pressing down on one way platforms doesn't fall
- "Not Grounded" when descending a slope towards a flat surface. HOT 1
- Unwanted collision for lower oneWayPlatforms HOT 1
- Character springs very high into the air
- Launched in opposite direction when colliding exactly on an edge
- Call to Move should be moved from Update to FixedUpdate
- Any plan for ECS version?
- warpToGrounded doesn't seem to be used? HOT 1
- when you run and jump it can push you back when you hit the floor or the ground HOT 1
- Elevator glitch? HOT 2
- Warp to ground freeze Unity HOT 2
- support polygon collider
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from charactercontroller2d.