In my GAME 356 class for school, it came time for a bunch of people to play test our game. The most prominent issue we saw was players running off edges thinking they jumped but then fall to their death. The issue was that players were timing their jumps so close to edges that they would miss even though it looked very much like they should have jumped. Once we saw this problem it became painfully obvious and had to be fixed quickly. Thankfully, this is a known issue in platformers and there’s a mechanic to fix it called “Coyote time”.
Coyote time is the name given to the amount of time a player has to react to a jump when running off the edge of a platform. It helps prevent frustration from perceived missed jumps when leaping around the level. In Unreal, the game engine’s default character move component doesn’t have this feature and so we’ll have to hack in coyote time around it.
Implementing coyote time is done by using a feature the character move has which is the double jump or addition jump parameter. You can track the number and time of your character jumps and give the character additional jumps to help simulate coyote time.
My hack was to track the players’ jumps and coyote time and then give them additional jumps. This is a hack because there’s better ways of tracking the players’ state and number of jumps but since we were near the end of the project all I had to do was implement something that would work.