Aaron Symons Posted February 6, 2015 Share Posted February 6, 2015 Hi there! I was just wondering if anyone has any ideas of how to make a Character Controller's jump "sharper", ie: jumps to desired max height as quick as we want, then falls to ground as quick as we want? I'm using the entity:SetInput() to move the Character Controller. Thanks! Quote Win7 64-bit | Intel i7-3770 3.40GHz | NVIDIA GeForce GTX 660 Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2015 Share Posted February 6, 2015 Try increasing the world gravity. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Aaron Symons Posted February 6, 2015 Author Share Posted February 6, 2015 I was thinking of doing that, but it would mean any physics I have running at the same time would also be affected. I was also thinking of adjusting the Character Controller's mass through the jump, but I'm wondering if there's a "better" way of doing it. Quote Win7 64-bit | Intel i7-3770 3.40GHz | NVIDIA GeForce GTX 660 Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2015 Share Posted February 6, 2015 Mass has no effect on how fast an object falls. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Aaron Symons Posted February 6, 2015 Author Share Posted February 6, 2015 So if two objects; one with a mass of 2 and the other with a mass of 10, are both falling, they'll reach the ground at the same time? If so, why do we have a "mass" setting? Quote Win7 64-bit | Intel i7-3770 3.40GHz | NVIDIA GeForce GTX 660 Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2015 Share Posted February 6, 2015 That is what happens in reality. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
KaptainKratos Posted February 7, 2015 Share Posted February 7, 2015 F=Force m1=Mass of object m2= mass of Earth r=distance between the 2 masses g=Gravitational constant a=acceleration The 2 equations are F=ma for falling objects and for the gravitational effect between 2 objects is F=(m1*m2*g)/(r^2) Setting those equal to each other m1*a=(m1*m2*g)/(r^2) You can see that m1 or the mass of the object divides out on both sides and has no effect. --This is completely generalized for ease of use. Air resistance is main reason more massive objects fall faster given sufficient time. Quote Link to comment Share on other sites More sharing options...
Aaron Symons Posted February 7, 2015 Author Share Posted February 7, 2015 Thanks for the info guys! I'll work something out. Quote Win7 64-bit | Intel i7-3770 3.40GHz | NVIDIA GeForce GTX 660 Link to comment Share on other sites More sharing options...
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