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License: MIT License
Simple implementation of a 2D platformer character controller using raycasts for smooth and precise input and movement
License: MIT License
This is an amazing asset you've created, thank you!
Deceleration in CharacterController2D::Walk is only being called once, and then the speed.x will be set to 0 on the next call to walk when speed.x is assigned at line 328 of CharacterController2D
I fixed it by replacing the else at line 325 with
else if (direction != 0 && (speed.x == 0 || Mathf.Sign(direction) == Mathf.Sign(speed.x)))
I haven't thoroughly tested this fix, but it appears to work for me on initial testing.
Regards,
-NomadArtisan
I've noticed a few errors popping up with some of these scripts with the changes to the new input system. Anything with "using UnityEngine.Experimental.Input" will need to be changed to "using UnityEngine.InputSystem;"
There's still a few other errors popping up in the InputMaster and PlayerController scripts popping up that I'm trying to fix.
Since you are revived with invulnerability if you step into a spike trap before it goes away you will not die to that spike trap.
I would expect the player to die immediately once the invulnerability ends.
I fixed some errors but there's still two.
Assets\Input\InputMaster.cs(7,28): error CS0246: The type or namespace name 'InputActionAssetReference' could not be found (are you missing a using directive or an assembly reference?)
Assets\Input\InputMaster.cs(50,26): error CS0115: 'InputMaster.MakePrivateCopyOfActions()': no suitable method found to override
Any help?
Hi, thank you for your work!
This is not an issue, but a request:
Would be great to transform this project into a unity package so we can install it via Unity Package Manager (UPM).
animations
Thanks
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