Getting briefly airborne between the tiles

The player character is set to transition to a “airborne” state if they are not in contact with the ground or a slope in the downward direction.

However, with the current settings, it seems that when standing exactly between two slope tiles, the character enters the airborne state. Even when walking over adjacent slope tiles, the character briefly becomes airborne. Is there a good solution for this?

Wouldn’t it be worth trying to set a larger SnapLength to enable attachment settings for slopes?

Thank you for your response. I tried adjusting it to be quite large, but it did not resolve the issue…

For the Player in the tutorial project, wouldn’t the condition for transitioning to the fFall state be something like this?

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I originally copied this section and set it to the same configuration, but after reading this post and reviewing the settings, I realized that increasing the seconds to 0.1 would likely work well. Thank you!

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Regarding this matter, since this fix method did not work, we decided to implement it using a large slope object.

We sincerely apologize for the long wait.

This has been fixed in version 1.0.18, released today.

Hmm… it seems it has become less likely to occur. In my project, it works properly about once every three times.

Actually, with this update, parts that were working correctly before have also stopped functioning. Is there any way to revert to the previous behavior…?

We apologize for the inconvenience.

If possible, could you please share the project where the issue occurred?

You can switch to the previous version by checking out the previous-version branch of the beta.

If the data sent earlier is still available, I would appreciate it if you could verify it with that.

I found the project you provided and have tested it.

It seems the issue no longer occurs midway up the slope, but it appears to worsen at the end of the slope.

I will reconfirm this with the development team.

Just a supplementary note:

Changing the protagonist’s collision detection from a capsule to a box seems to work correctly for slope tiles. (Still under verification, so something might be discovered later.)

Indeed, it worsens when encapsulated; I will report this as well.

Regarding this issue, it seems that using a box makes it harder for objects to land on slopes.

For tiles with the slope attribute, there is a setting called “contact from above.” However, when an object lands using a box, contact can only be specified in the “up, down, left, right” directions. This might cause issues because when touching a diagonal slope, the contact judgment could be either horizontal or vertical.

With my current game specifications, this is not a problem, but it may prevent features like rotating floors from working.

We have confirmed the following:

First, I sincerely apologize. My initial verification was mistakenly conducted in an older environment (1.0.17). However, when I tested it in the current version (1.0.18), the project you previously provided was able to ascend and descend the slope normally.

The same result was observed when the shape in the previously provided project was changed to a capsule; it also ascended and descended the slope normally.

To confirm, is the target project named “TEST/Action Game Test”?

Would it be possible for you to provide the project where the issue is occurring again?

You can move up and down, but it transitions to an aerial action midway. Since the data I previously provided has been overwritten, please use arbitrary images to verify.

After re-adjusting everything and checking again, it appears there is a brief moment where the character is airborne between the bottom of the slope and the tile.

I will confirm this with the development team.