Coyote Time PRE 2.1

Hey Justin,
Hope you are keeping well
Basically i am looking to implement coyote time into the character controller, I cannot update the character controller as ive done so many modifications to it that i would be back at square one.
I have built a "platformer" ability set which includes , double jumping, gliding, dashing, melee attacks,spells - It has taken 6 months but i must say im really happy with it :)

Would you be able to post the code that implements the coyote time in the new update? :)

Im presuming that it prolongs the grounded bool for one or two frames after the player has left the ground
 
IYou should be able to do a diff within jump.cs between the current version and the version that you are using. The field is called Grounded Grace Period.
 
I don't have the exact code changes but if you should be able to do a diff between the jump that you are using and the latest jump script and compare where m_GroundedGracePeriod is used.
 
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