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What they should do is add some key combinaisons alowing you to jump at different height to not always have to jump 2 or 3 blocks high when you only need to jump 1 block high.
You get used to certain jumps after a while. The crouch works good.
Jumping farther away from an opening so you drop down and into it becomes natural, instead of trying to stand right in front of it and jumping in.
I'm 6'3" in real life so smashing my head in the game occasionally just adds that immersion I experience IRL.
Crouch jump = 1 block high
Standing = 2 blocks high
Standing holding shift = 3 blocks high
you dont buff s tier perks. you buff the bad ones.
On a technical level there should be no issue adding that. Do a ray cast from the player’s root bone upwards and see what it hits. All the various block shapes have an accurate enough collision mesh - that’s how you hit your head in the first place. So if the ray collides with a block, and the distance is less than the jump height, then scale the jump animation (like they already do to apply the Parkour skill) in the z dimension accordingly. Precomputing for running jumps could be more complicated but A) your trajectory is deterministic as soon as you leave the ground; and B) if they can do melee weapons that sweep out an arc over time they can handle the trajectory of a jump.
@Goldfish you only need to do this when the player hits the jump key, and it’s not going to worsen input lag. Why? Because the game already does the same thing - ray cast and see what it hits - every time you pull the trigger of a gun. And the fire rate on those gets much higher than the frequency of jumping.
Should they do this? Debatable. There are other things to code. But no way it’s impossible.
If you’re not being facetious… A click and hold mechanic works just fine, as anyone who’s drawn a bow can attest. Again, should they? Meh, maybe. Can they? Yes.
At this point I usually stop at 2/4 since any higher is too much and not really necessary IMO.