Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Community] 3D jump #1145

Merged
merged 9 commits into from
Jan 28, 2024
Merged

[Community] 3D jump #1145

merged 9 commits into from
Jan 28, 2024

Conversation

D8H
Copy link
Contributor

@D8H D8H commented Jan 21, 2024

@D8H D8H added ✨ New extension A new extension 👨‍👩‍👧‍👦 Community extension An extension submission to be merged ASAP with a lightweight review. labels Jan 21, 2024
@D8H D8H self-assigned this Jan 21, 2024
@D8H D8H requested a review from a team as a code owner January 21, 2024 00:51
@D8H D8H requested a review from a team as a code owner January 21, 2024 00:56
@GDevelopApp GDevelopApp deleted a comment from github-actions bot Jan 21, 2024
@gabrielzv1233
Copy link

gabrielzv1233 commented Jan 21, 2024

we may want to make the separate camera from platform function a behavior by making it check for collision of an object groups assigned via a behavior for the obstacle

edit:
I don't think this is really possible without js at least, I cant find anyway to use a object that has a certain behavior, i did find another problem though, if I put an obsticle above the player, that it doesn't collide with it, and when the player is inside it moves the player outside of the object on the x and y axis also collisions with slanted objects (image attached) are wonky
image

@gabrielzv1233
Copy link

here is a video demonstrating the problems
https://streamable.com/37ly6k

@D8H
Copy link
Contributor Author

D8H commented Jan 21, 2024

if I put an obsticle above the player, that it doesn't collide with it

Yes, I wasn't sure if this was useful or not, but it should be easy to fix.

collisions with slanted objects (image attached) are wonky

It's not ideal but expected.

image

we may want to make the separate camera from platform function a behavior by making it check for collision of an object groups assigned via a behavior for the obstacle

There won't be one good and easy to implement collision method. I want people to be able to use there own collision method for instance a floor following with a raycast.

@gabrielzv1233
Copy link

gravity value and jump height are broken, solution, add platformer trajectory extension (seems like you used a function from platformer trajectory without the extension being installed, either add it as a dependency and into the example or take the function from the platformer trajectory extension and put it into the jump 3D extension to prevent the need of installing more than needed
suggestion, make max falling speed the same value as gravity and replace it will jump speed (how fast the player goes up when jumping, seems like the property is there but there is no functionality)
rename land on floor function to cancel jump, and make desc something like "Cancel the jump of object causing it to fall"
when on floor, the is on floor value fluctuates from true and false
Screen recording 2024-01-21 11.18.21 AM.webm
why is this a problem? if someone wants to say create a object when on the floor than they would use this event and a trigger once so it wouldnt keep doing it every tick/frame, the problem is, even if trigger once is on, it is constantly fluctuating, so it would just keep spamming objects if that makes sense

@D8H
Copy link
Contributor Author

D8H commented Jan 21, 2024

Thanks a lot for your feedback. I fixed the issues and added an action to abort the jump.

@gabrielzv1233
Copy link

Thanks a lot for your feedback. I fixed the issues and added an action to abort the jump.

awesome, can you send another copy of the example so I can test the updated version?

@gabrielzv1233
Copy link

gabrielzv1233 commented Jan 22, 2024

nevermind, figured out that the link updated automatically when you put a new commit in, I do see that the problem with the fluctuating is on floor value is still there and wasn't mentioned to be fixed in the commits, if you want to know how I see if its still fluctuating, I just use this code and a lazaly slapped on textbox to the scene
image
works well, and shouldn't need to be more accurate, if its not a solid true when on the ground than its still brokey :\

@D8H
Copy link
Contributor Author

D8H commented Jan 27, 2024

Do you see anything else?

@D8H
Copy link
Contributor Author

D8H commented Jan 28, 2024

Thank you for your feedback, I'm moving ahead with this.
Please open an issue if you want to talk future improvements.

@D8H D8H merged commit 161a266 into main Jan 28, 2024
4 checks passed
@D8H D8H deleted the 3d-jump branch January 28, 2024 22:26
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
👨‍👩‍👧‍👦 Community extension An extension submission to be merged ASAP with a lightweight review. ✨ New extension A new extension
Projects
Status: Added to GDevelop
Development

Successfully merging this pull request may close these issues.

2 participants