![]() In reality, it’s a series of very tiny moments where the computer is performing very tiny updates and then making decisions based upon them. game is a smooth experience–I take in the “big picture,” so to speak. I say this isn’t obvious because I’ve never been a hardcore twitch-gamer who can pick out specific frames of animation. Because you can rule out certain state transitions, you can simplify your logic. You can’t go from Falling to Jumping without first encountering a case that would trigger Grounded. You can’t go directly from Jumping to Grounded without encountering a case that would trigger Falling. While it may not seem obvious, there are only a few possible state transitions in a typical platformer. Falling ends when the character becomes grounded again, based on collisions with their lower edge. When falling, the character is affected by gravity. This allows for both quick, short jumps and long, floatier jumps.įalling is actually the character’s “default” state–when they’re neither in a jump nor colliding with the ground. In games where the player has more control over their character, jumping can end early if the player releases the jump button. If the character hits their head–that is, their upper edge collides with a surface, the opposite of the check done for grounded–it’s naturally expected that the player immediately start falling. Jumping can also end abruptly due to collision. It’s also a temporary, limited state which ends when a maximum height is reached or a timer is up. It’s an active state–that is, it’s usually triggered by player or AI intervention, not simply interaction with environment like Grounded or Falling. Jumping is the state where a character is moving upwards into the air. Typically, a player can only jump when they’re in a grounded state (or, in the case of double jumping, the jump limit would be reset as soon as the character is grounded again). ![]() In reality, it’s the state that the character is in only when its lower edge is colliding with a surface. Grounded is what the user perceives as the “default” state. The BasicsĪ basic platformer is going to have three mutually exclusive states at a minimum: Grounded, Jumping, and Falling. (For me, it was trying to build Castlevania II-style stairs.) Even if you don’t roll your own, digging into the guts of a platforming script isn’t exactly straightforward. Either your third-party script’s settings are just plain confusing, or you want it to interact with the world in a way it doesn’t intend. It’s not hard to find third-party utilities to help with this, depending on what level of functionality you want and what price you’re willing to pay.Įventually, however, you’re going to have to bite the bullet and learn what’s going on inside of the black box. I grew up playing NES games like Super Mario Bros., so in some ways platformers are what I think of when I think of video games. Building a platformer has been something of a holy grail for me since I first started tinkering with Unity.
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