JIT
Player velocity cut and coyote time
using System; using UnityEngine; namespace Controller { public class Player : MonoBehaviour { private Vector3 _moveDirection; private bool _pressedJumpButton; [SerializeField] private CharacterController _controller; [SerializeField] private float _speed; [SerializeField] private float _gravity; [SerializeField] private float _jumpHeight; public void Movement(Vector3 direction) { if (_controller.isGrounded == true) { _moveDirection = direction; _moveDirection *= _speed; } if (_pressedJumpButton == true) { _moveDirection.y = _jumpHeight; _pressedJumpButton = false; } _moveDirection.y -= _gravity * Time.deltaTime; _controller.Move(_moveDirection * Time.deltaTime); } public void Jump() { _pressedJumpButton = true; } } } Using the code, help add the ability for velocity cut and coyote time in the context of a 2.5D platformer.

I'll help you add velocity cut and coyote time to your 2.5D platformer player controller. Let me first examine the current code and then implement these features.

Read file
Write file
Added coyote time and velocity cut features
v1