Hello I’m new to the forum so please bare with me a bit here. Me and a buddy are currently working on a 2d-platformer. I’m using the 2d tutorial as the foundation for my scripts to help me along learning the system. Here are some of our issues:
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we have come to notice that our main characters animations behave strangely and differently depending on the input: keyboard or controller. With the keyboard his animations will linger on a good 1/3-1/2 second on the screen but with a controller the transitions are nearly immediate.
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it seems that commands get kinda buffered into the memory and execute after another animation has finished… for example if my character is in mid fall and i press the down key, which we have set up as a crouch, and let it go before he lands… he may still crouch even though since that control is not present it should revert back to his default stance.
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the FixedUpdate() from the 2d demo game has the applied forces to propel the sprite forward and up based on ‘move’ or ‘jump’ events. I cant pin it down but on occasion i almost feel like the jumpForce and moveForce values are being added together, as our character will preform a super “moon jump” for no reason, nearly a 1-in-4 occurrence.
Link to demo:
http://www.warpedperspective.com/unity/web.html