Does yours have too many directional conditions?
The judgment should be: down must be pressed, left must not be pressed, and right and up are pressed simultaneously. Alternatively, you could create a 360-degree transparent child object, and when its facing direction aligns with the direction you want to attack, press the attack button to change the protagonist’s attack direction.
Could you please elaborate? I didn’t quite understand.
For example, from [Standby] → [Diagonal Up-Right Attack]
The judgment conditions are: Down button released, Left button released, Right button already pressed, Up button already pressed.
Then [Standby] is simultaneously linked to multiple actions such as [Up-Right], [Up], [Up-Left], [Down-Left], and [Down-Right].
The conditions are also quite complex.
What I just showed you is the problem I encountered before.
I just tested it, and it doesn’t lag in single-player. Other actions are also working normally.
In the most straightforward scenario, when you press the K key to jump while holding down the A or D key, and the camera is moving, the screen will momentarily stutter. Because the stutter is very brief and hard to observe, we increased the number of player characters to five, which made the issue much more apparent. When we previously attempted to modify settings, a console error appeared during the stutter after changing a specific setting. The translated error message reads “Rendering frame is waiting for physics frame to end,” and this error occurs every time the stutter happens.
Although it may appear to have eight directions, there are actually only two facing directions: left and right. Otherwise, after moving, the direction in which bullets are fired during an attack would need to be determined based on the target’s facing direction.
If you press L to perform a side dash without inputting a direction, the action is determined by the character’s facing direction. If any direction other than left or right is involved, the direction of the bullet objects generated by the attack will change because the system needs to read the character’s facing direction—for example, a forward-firing弹幕 (bullet pattern) might instead fire diagonally upward. The side dash action can be set to left or right, but not both simultaneously. Even if split into two separate actions, the facing direction must still be checked, which doubles the number of hitboxes. Similarly, an up/down dash requires reading the left/right facing direction to flip the Y-axis animation. I previously tried splitting the diagonal upward dash, but that resulted in more hitboxes and more complex objects; it should be simplified for easier management. For instance, pressing D moves right and W moves up, so pressing both simultaneously performs a diagonal upward dash. This inevitably causes multiple lines of logic to run priority checks simultaneously. However, even without the L key check, simply pressing K causes a slight hitch—a noticeable camera stutter. When the camera follows the player, it does not move smoothly but rather stutters. You might not notice it easily unless you pay close attention, but with five player characters, this becomes very apparent. Such stuttering should absolutely not occur in a game, as it severely impacts both gameplay and visual experience. No Castlevania game in any generation would exhibit this behavior. The files have already been uploaded, so I will patiently wait for an official fix.
Thank you for your patience.
We have applied a fix in today’s version 1.3.3 release.
There was a bug where the input map cache was not functioning correctly, causing actions with multiple input-driven transitions to become sluggish.
We would appreciate it if you could verify that the issue has been resolved.
Thank you for your reply; my issue has been resolved.