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In our game it causes wrong kind of movements because when player jumps he hits OneWayPlatform and jump stay short because of that. Is there any drawback if we leave it like this? (we don't need slopes)
@midnightwalker I solved the short jump bug and kept the slopes by setting the controller to ignore one way platforms for one frame when pressing the jump button. It's a hack, and I would like to improve the character controller instead, but it's quick and works.
Is this line in moveVertically only because CharacterController2D supports slopes?
if( ( isGoingUp && !collisionState.wasGroundedLastFrame ) || ignoreOneWayPlatformsThisFrame )
mask &= ~oneWayPlatformMask;
In our game it causes wrong kind of movements because when player jumps he hits OneWayPlatform and jump stay short because of that. Is there any drawback if we leave it like this? (we don't need slopes)
if( isGoingUp || ignoreOneWayPlatformsThisFrame )
mask &= ~oneWayPlatformMask;
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