I need help checking if my RigidBody2D character has landed from a jump. I can’t seem to think of a way to get around these issues:
Must allow for PlatformEffector2D for one way platforming. This means we can’t simply raycast below us or else when we jump through a platform from below, we will be considered ‘landed’ or ‘grounded’ in the middle of our jump.
Must allow for jumping onto slanted platforms. We also can’t simply check to see if the y velocity is <= 0, because if we jump onto a slanted platform and continue running uphill, then our velocity never drops below or = 0.
Jumping right after landing must feel reactive. I mention this because I would just use OnCollisionEnter2D and check the impact point’s normal, but OnCollisionEnter2D feels incredibly delayed, and seems like it’s getting called late, which is kind of annoying.
I’m not really sure what other approaches I can take that don’t get messy, so if anyone has any suggestions please let me know! I’ve been struggling with this for a while, and would like to move on.