Players can not jump immediately after respawning

Summary

Mostly common in deathrun islands, when a player is eliminated and when they respawn they can not jump immediately. So when they are on a platform most of the time they would just walk off because the jump is not working.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

get eliminated > respawn > try to jump immediately

Expected Result

players should be able to jump immediately

Observed Result

players can’t jump they would just walk

Platform(s)

all

Island Code

2963-4330-0718

We have run into the same issue for a while now and have many player reports. Our players have been quite frustrated with this issue, especially with our team mostly making deathruns.

1 Like

FORT-958328 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

This is horrible for Obstacle Corse / Parkour players or any maps with lots of jumping.

It was fixed several updates back and at that point was the first I knew of where it stopped happening, then one or two updates later it came back.

So on falling / any type of elimination after you respawn the first jump does not register.

It does not appear to be a time thing either so you could be running for several seconds then that first jump doesn’t work which often results in another death for the player - so annoying / frustrating.

I have to press jump several times quickly so the second jump registers and the player jumps

You can join any Obby / Deathrun where the player is eliminated and this will happen so less than 1 minute to confirm it currently works this way.

Some creators get around it by using switches so instead of the player registering an elimination they spawn back at the last checkpoint without registering a death so the jump button always works but I don’t have the skills with devices to be able to do this.

Are you guys using Verse to respawn the Player instantly? We were running in the same issue using Agent.Respawn

Our workaround now is to use Spawn Pads with an unused Class (e.g. Class 254) and trigger the “Respawn” on the Spawn Pads using a Channel Device (as it’s not natively exposed in Verse)