The actual character motion actuator triggers every frame the jump method.
Adding an edge detection to trigger the jump method.
Details
Details
Diff Detail
Diff Detail
- Repository
- rB Blender
Event Timeline
Comment Actions
The better solution may be to only take the m_bitLocalFlag.CharacterJump branch if we are on a positive pulse.
Comment Actions
If you can only jump again after the character has touched the ground, wouldn't this disallow multiple (e.g., double) jumps?
Comment Actions
If you can only jump again after the character has touched the ground, wouldn't this disallow multiple (e.g., double) jumps?
No. The jump can be triggered if the character hit the round or the key is released. So can jump again if the character has touched the ground or has not reached the maximum amount of jumps.
Comment Actions
It does not fix the problem with T42708. That is a Bullet bug, because Bullet reruns also true for OnGround() when the character hits the celling.