Timeline for Should I change velocity or apply force to implement a jump in Unity?
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 18, 2017 at 21:50 | vote | accept | Big T Larrity | ||
| Dec 14, 2017 at 2:25 | comment | added | Big T Larrity | Awesome, its 2.30am here now but tomorrow when I at the computer again this will be the first thing I look at. Cheers | |
| Dec 14, 2017 at 2:24 | comment | added | CosmicGiant | Let us continue this discussion in chat. | |
| Dec 14, 2017 at 1:34 | comment | added | CosmicGiant | I will recommend against this solution. Changing gravity affects the whole game. This makes the entire game tightly-bound to your physics settings. What would happen if you wanted to change the jumping/falling speed overall in the future? Or what about if wanted to make jumping/falling speed different (buff/nerf) in a specific situation of the game? Everything else is also affected, so you'd have to re-balance the whole game because of it. --- You'd have to script every other object, instead of the player, to normalize things. Much worse. --- This is IMHO a bad solution & practice. | |
| Dec 13, 2017 at 18:59 | history | answered | Big T Larrity | CC BY-SA 3.0 |