Manually tweaking your character’s jump velocity and gravity in Godot is hardly an effective way to make a jump. It’s imprecise, and above all, tedious to make something that actually feels good to play. In this video, you’ll learn how to make a jump you can actually use in your game, by breaking it down into real parameters you already know how to use (like height and time), then calculating jump velocity and gravity at runtime.
Link to the GDC talk:
Link to the GitHub code:
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