Comments (6)
The problem seem to be the order of the state transitions in the Walking state. Since the state machine evaluates the transitions in order, JumpAscending is evaluated before Sliding.
Moving the Sliding transition to first seems to solve the issue.
For future reference to the documentation, when creating a transition table:
- The transition priority goes from top do bottom.
- Give priority to transitions that break the player's flow like Sliding, taking damage, etc.
- Then check for important transitions like jumping and attacking.
- Lastly check for smaller transitions like idle.
from open-project-1.
Saw the issue even on main
. I see how it is: you can climb if you spam the button, because you probably never enter the JumpDescending state, so you can't go into Sliding.
Can be probably fixed by editing the State Machine flow, so we'll do it once the State Machine is more done.
@DeivSky @GFX5000i @kgc00 etc. FYI ☝🏻
from open-project-1.
Wasn't this bug fixed?
Are you using the very latest version of the game?
In any case, we won't have Terrain in the game so I think the current implementation is satisfactory, and the player cannot climb very steep surfaces.
Or maybe they can now, with the new implementation of the state machine?
I'll keep the bug open so we have an eye on it.
from open-project-1.
I tested it on main branch and state-machine-improvements branch and the unity version is 2019.4.11f1. I attached below 2 short recordings.
First one is from 'main' branch.
Second one is from 'state-machine-improvements' branch.
from open-project-1.
Ah, thanks for the info. So it's happening more on thestate-machine-improvements
branch?
We're still working on that, so I'd hold off in "fixing" the bug, but as I said I'll keep this ticket open to remind ourselves.
from open-project-1.
Great find, @GFX5000i!
from open-project-1.
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from open-project-1.