Comments (2)
That is a good call. Perhaps if the method took in a maximum distance to check it could add a safety net. Itβs main purpose was actually for an in-game editor that always had a ground underneath so there was never a worry of hitting the infinite loop.
from charactercontroller2d.
I feel like the function is dangerous. If there is no ground (e.g void chasm) then it looks like the program will just freeze if called.
Either that, or if there's void below and platform above, it could freeze for a while and then the player eventually warps upwards due to underflow, which would be very confusing to both players and devs.
Might want to try code around that by explicitly checking whether moving downwards exceeds some lower boundary.
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
- support polygon collider
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from charactercontroller2d.