Movement Update


Author: Charley Weaver

The way your character moves can make a significant difference in user experience. For the past three months, we have had a movement system where the player would have to stop horizontal momentum to fly up or down. While this may not have been noticeable with slight changes up or down, it did slow the player down considerably when dodging obstacles or even traversing the map. After quite a bit of feedback on this issue, we decided to fix it once and for all.

A surprisingly easy fix was discovered as we were not properly using the input action type on our flying and landing actions. Originally we were just using a bool and not connecting the input action anywhere. This caused for the stopping and starting. Referencing the input actions on the x and y axis provided just the tool we needed for the up and down movement. 

We were missing the scale value! See blueprint below: 


This small change along with referencing the up vector in the positive for flying up and negating in flying down was the missing link to have all movements in combination. Now, we are able to move up and forward at the same time, right and down, etc. What a difference! 

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