Heya,
I been working on a infinite running platformer game where the jumping mechanic is extremely tight, that is, certain chain jumps need to be executed at almost pixel precise moments and the whole jumping things needs to feel like people speed running Mario. For now I’ve worked with Rigidbodies and gravity and all the basic physic stuff, but as the game has progressed I’ve began to notice glitches here and there where the character would not jump though Debug.Log clearly states that a jump was registered in the correct boolean states. I’m not that good of a coder to code my own physics into the game right off the bat so I figured I’d continue with the Unity physics, but is this a doomed project?
Cheers