hi,
I'm working on a platforming mechanic that involves the player basically rocket jumping. This means they can be knocked down while in midair, and I've used PuppetMaster to set this up.
Everything is working well except for one thing: when the character lands after entering the puppet state, they're often rotated and tangled on themselves. This means that the Fall ability often ends up getting stopped at the wrong time (after the puppet rights itself) rather than when they hit the ground. I'm guessing this is due to a misdirected raycast (I'm not using any animator events).
I've tried playing with the ability order and sub parameters, but this seems like a problem that will be tough to solve without rethinking the code of the Fall ability. Before I go down that route, does anyone have any ideas on how to troubleshoot this?
I'm working on a platforming mechanic that involves the player basically rocket jumping. This means they can be knocked down while in midair, and I've used PuppetMaster to set this up.
Everything is working well except for one thing: when the character lands after entering the puppet state, they're often rotated and tangled on themselves. This means that the Fall ability often ends up getting stopped at the wrong time (after the puppet rights itself) rather than when they hit the ground. I'm guessing this is due to a misdirected raycast (I'm not using any animator events).
I've tried playing with the ability order and sub parameters, but this seems like a problem that will be tough to solve without rethinking the code of the Fall ability. Before I go down that route, does anyone have any ideas on how to troubleshoot this?