Character hover

it bounces on its own like a bouncy ball

You’re attempting something a tad unorthodox, something the component is not used to, so we need to work harder. We’re using physics via the movement component and it follows its own set of rules; has no simple dampening float, for example. We’d need to build some dampening, try this:

Jumping doesn’t work

Because we’re not touching the ground. Since we’re using physics, jumping equals adding an impulse - included in the pic.

You will need to fiddle with some settings to get the feel right, I’m also sure there’s a place for an aggressive curve - some things are not worth mathing-out. Also, explore this:

Air movement controls sit there.


There’s also this:

But requires a different setup and is not documented afaik.

And finally, you may want to create a full PID for this if the above is not enough - I found the built-in springs lacking fidelity in many areas, not enough control. You keep adding so much error correction only to realise you’ve built a full PID to handle the spring itself…

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