Thank You SOOOOOO much! I also watched your grappling hook video and it was epic! I just have onneeeeee question. Do you know how to use dampening to slow down the players velocity? I’ve implemented a dash and if you dash upwards it zooms up and takes a while to come down.
@TheAnimatedSquare Haha. Thanks so much for watching! :) ... If you want a quick and dirty way, you can just subtract the inverse velocity a second after you dash (to still allow the upward momentum). To make it feel a bit better, alternatively, you can check to see if they reach the max dash velocity, then subtract until it reaches 0. Hope this helps! 🙏
@TheAnimatedSquare Exactly! Alternatively, if you want a 'no code' solution, you could always increase the linear/angular drag, and increase your dash force to compensate! :)
@@ThatOneUnityDev mmm, yea I tried that the only problem is I don’t think drag affects vertical momentum. So I have no idea, I tried using Mathf.SmoothDamp() but I don’t know.
@@ThatOneUnityDev Ok ok ok, I know I might sound like a madman but do you know how why DistanceJoint2D is very stiff? I’m using velocity movement so that could be it or should I report this on the discord server?
You are awesome, I learned a lot in Unity thanks to you, don't stop
Thank you so much! Glad your enjoying the content! :)
Great video! I really like your channel, my favorite.
Thank you so much! I am glad you're enjoying the content! :)
SLIDING!!
Awesome suggestion! I will add it to the list! :)
Thank You SOOOOOO much! I also watched your grappling hook video and it was epic! I just have onneeeeee question. Do you know how to use dampening to slow down the players velocity? I’ve implemented a dash and if you dash upwards it zooms up and takes a while to come down.
@TheAnimatedSquare Haha. Thanks so much for watching! :) ... If you want a quick and dirty way, you can just subtract the inverse velocity a second after you dash (to still allow the upward momentum). To make it feel a bit better, alternatively, you can check to see if they reach the max dash velocity, then subtract until it reaches 0. Hope this helps! 🙏
@@ThatOneUnityDev Oh yea ok, so just state a maximum velocity, if the player reaches that maximum velocity start subtracting?
@TheAnimatedSquare Exactly! Alternatively, if you want a 'no code' solution, you could always increase the linear/angular drag, and increase your dash force to compensate! :)
@@ThatOneUnityDev mmm, yea I tried that the only problem is I don’t think drag affects vertical momentum. So I have no idea, I tried using Mathf.SmoothDamp() but I don’t know.
@@ThatOneUnityDev Ok ok ok, I know I might sound like a madman but do you know how why DistanceJoint2D is very stiff? I’m using velocity movement so that could be it or should I report this on the discord server?
gravity smash attack that destorys the enemy by increasing the gravity over enemy.
What a great suggestion! I will add it to the list! :D