I have a VR project where I use a character mover to let me walk around. Due to another part of the project, I have a system that uses a line trace to check if the player is on the ground every tick and if they are not, it enables physics and lets them fall to the ground. I am attempting to add jumping, which I tried to do by having it enable physics and then add an upwards z velocity (I also tried adding a force or impulse).
I’m having a weird issue where the first jump works as expected, but every jump afterwards does not seem to have any z change (I checked, turning off linear damping didn’t change anything). I know that character mover has a built in jump function, but I’m worried that it might conflict with my check that determines if the player is on the ground. Should I try switching to that? I may be able to add some kind of exception for when the player is jumping, but it might end up being awkward.