now, the released demo didn't have the player falling through, but neither was it efficient. i think i found a way around
why was this even a problem?
when the game calculates where to put player next, based on some physics math, it can blindly put player past a tile, because it doesn't know that between where the player was and where the player is there was a solid tile
the solution i implemented streches (temporarily) the hitbox with the velocity. when it hits something, it resizes the box back and goes back up tile by tile
if you are curious why the speed is 0.07 on ground, that's because the script ends with this:
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