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::Interesting piece of code shared by PholaXXX:
With jumps implemented this way there is a possibility to do an extra jump if I press Jump button twice within a Coyote Time range.
To fix it, I just simply added after this check:
if (jumpBufferCounter > 0 && coyoteTimeCounter > 0)
a new string:
coyoteTimeCounter = 0;
Now, if I press the button twice, the Player performs instant double jump, so it is good to consider a timer, within which double jump is yet impossible too.