Comments (2)
Physics based stuff will be removed shortly since it isn't really why the CC2D was made. It's purpose is really to avoid all physics related movement. That being said, just open the file and add the proper defines in to get physics based movement working. The CC2D is full open source so it's all right there and well commented for you.
Mike
On Nov 10, 2014, at 7:01 PM, JonathanGorr [email protected] wrote:
This controller is outdated and no longer works, as far as iv'e tested with the physics demo, in versions of unity past 4.5.5. There is something wrong with the gravity and jumping.
—
Reply to this email directly or view it on GitHub.
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Wow, your'e fast. Thanks for that info and the controller btw.
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Related Issues (20)
- SpriteShape incompatible?
- OneWayPlatforms not detected on slopes
- License ShareAlike requirements HOT 1
- Seemingly random clipping into walls and ground.
- Enemies should use CC2D as well? HOT 1
- Time Scale & Target Frame HOT 1
- inconsistent grounding detection HOT 4
- License prohibits using this asset in any commercial game HOT 1
- When pressing down on one way platforms doesn't fall
- "Not Grounded" when descending a slope towards a flat surface. HOT 1
- Unwanted collision for lower oneWayPlatforms HOT 1
- Character springs very high into the air
- Launched in opposite direction when colliding exactly on an edge
- Call to Move should be moved from Update to FixedUpdate
- Any plan for ECS version?
- warpToGrounded doesn't seem to be used? HOT 1
- when you run and jump it can push you back when you hit the floor or the ground HOT 1
- Elevator glitch? HOT 2
- Warp to ground freeze Unity HOT 2
- support polygon collider
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