my character has character physic type so all those applyforce and stuff doesnt work as they apply only on dynamic objects… even gravity scene has no impact on my character. It’s really different
EDIT : cool , let me check (even if when i print the initila value its still a float 29.399999618530273
ive been considering making a standalone script of my character physics. ive put so much work into the stability, i dont want it to be exclusive or niche.
ok , to summarize “Fall speed max” <> .gravity. I though that .gravity was a proxy for “fall speed max” but no.
“Jump force” >= 0 and “Fall speed max” > 0 ; object will fall as long as .gravity > 0
“Jump force” > 0 and “Fall speed max” = 0 ; object will goes up as soon as .gravity < 0
“Jump force” = 0 and “Fall speed max” = 0 ; object doesn’t react to .gravity
Set .gravity to 0 and you will simply preserve the current speed (up or down) … just like in space (look the movie with Sandra Bullock Gravity , if you ignore physics law in space)
So you must play with the .gravity to weight with momentum those 2 opposite forces
EDIT : There’s no balance trick : Set the object with Jump Force = 2 and Fall Speed Max = 500 , as soon as the gravity is setted negative, your object will slow down and will ends going up after reducing its falling speed to 0 (so an collision will help for that)