/// <summary> /// Do euler physics each tick. /// </summary> void Update() { CalcMovementHorizontal(); CalcVerticalMovement(); // Applying our velocity to our position: transform.position += velocity * Time.deltaTime; aabb.RecalcAABB(); isGrounded = false; }
/// <summary> /// Do euler physics each tick. /// </summary> void Update() { if (Time.deltaTime > 0.25) { return; // Lag spike? quit early, do nothing } CalcMovementHorizontal(); CalcVerticalMovement(); // Applying our velocity to our position: transform.position += velocity * Time.deltaTime; aabb.RecalcAABB(); isGrounded = false; }
/// <summary> /// Do euler physics each tick. /// </summary> void Update() { if (Time.deltaTime > 0.25) { return; // Lag spike? quit early, do nothing } //print(isGrounded); // Communicates w/ animation controller to determine what animation needs to be running. anim.SetBool("isGrounded", isGrounded); CalcMovementHorizontal(); CalcVerticalMovement(); // Applying our velocity to our position: transform.position += velocity * Time.deltaTime; aabb.RecalcAABB(); isGrounded = false; }