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[Part 2] Coyote time with adaptive frame rate

Home Forums Video Game Tutorial Series Creating a Metroidvania in Unity [Part 2] Coyote time with adaptive frame rate

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  • #15285
    Terence
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    VoxBeats from YouTube raises an interesting point about the coyote time in part 2:

    It wouldn’t be better on the jump input buffer to do else { jumpBufferCounter = jumpBufferCounter – Time.deltaTime * 10 ; } and make jumpBufferCounter and jumpBufferFrames float, instead of {jumpBufferCounter–) to make it fit the fps of any device ? I find out that problem cause i ran unity with 900 fps, and 8 frames to buffer was too small. Thx for the tutorial btw ! It teaches me a lot !

    The problem he is highlighting is that if we run the game with higher frame rates, the period of time that we have for coyote time is very small, because right now, we are counting frames to track coyote time. By making the jumpBufferCounter a float, and subtracting the time at every frame, we will make the coyote timer adapt to different frame rates.

    #19144
    Darnish
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    Can you show me what code needs to be changed and where as i am slightly confused

    #19146
    Terence
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    The correct code is in the article itself. You can check out the PlayerController script on this part of the page: https://blog.terresquall.com/2023/05/creating-a-metroidvania-like-hollow-knight-part-2/#conclusion

    #19148
    Ser Apustaja
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    Of course! Please share the specific code you are working on and let me know what changes or improvements you are looking to make. I’ll do my best to guide you through the necessary edits.

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