How do I: Adjust coyote time of my puppet?
Hi I noticed puppets in Dreams have coyote time (they can still jump shortly after they already walked off a ledge)
That's nice and all, but how do I adjust this?
I don't really want it for the kind of game I am making.
I hope you have an answer.
And thanks again for making this game. :)
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My guess would be this is based on the puppet's control base. Mechanically speaking, the feet are just for decoration.
I don't know of an easy way to fix this. Unless you wanted to add tags to the characters feet, and trigger zones to the ground, and have the zone turn the ground collision off when not in contact with feet? Could be done in limited use, but it's probably not practical for larger scenes. -
Hadn't heard of coyote time before. Interesting! XD
I think this isn't true "coyote time," but rather the puppet is still touching the ground. This is because the collision shape is a "pill" (you can preview this by tweaking the puppet, going to the physics tab, and hovering over the "height" setting). So when you *start* sliding off of the edge of a ledge, you're actually still touching because the pill is shaped so that you smoothly fall off the edge and don't just suddenly drop down.
So you could try adjusting the width of this pill shape to make it not have such a pronounced effect?
I don't know for sure this is what is happening, but it's worth looking into. -
Yes you are right.
This might be of influence also.
I will take a look and experiment a little next time I am in Dreams.
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