Bolt Engine - Best Method for Dashing
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in Photon Bolt
What would be the best method for doing a dash using authoritative movement? By dash, I'd like the character to use the playermotor if necessary to lunge forward about 10 units. When I use anything other than cmd.input the beginning and the end of my dash stutters. Any suggestions?
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Comments
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Seems like the forums here are dead. In case anyone needs this. I solved this modifying the jump mechanic for dash.
PlayerMotor.CS
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VVVVV
public struct State
{
public Vector3 position;
public Vector3 velocity;
public bool isGrounded;
public int jumpFrames;
public int dashFrames;
public bool isRunning;
}
[SerializeField]
public int dashTotalFrame = 60;
public State Move(bool forward, bool backward, bool left, bool right, bool jump, float yaw, bool isRunning, bool isDashing)
{
...
if (isDashing && _state.dashFrames == 0)
{
_state.dashFrames = (byte)dashTotalFrame;
}
if (_state.dashFrames > 0)
{
// calculate force
float force;
force = (float)_state.dashFrames / (float)dashTotalFrame;
force = 20 * force;
Move(transform.forward * force);
}
// decrease Dash Frame
_state.dashFrames = Mathf.Max(0, _state.dashFrames - 1);
Don't forget to add/update the cmd.result.DashFrames for syncing.2 -
love you!!0