Spielerando

A player released from a monster's grip falls straight down or snaps away

In co-op, a boss can pick up a teammate with a scripted pose. When the grip ends, control must go back to the physics. If it does so naively, the player stops in mid-air for a moment, drops, or jumps to a different place. Here is a clean handover from animation to physics.

Why this works

Motion has momentum. A body that was moving when it was let go should keep moving, so the speed must be read from where it actually was a moment before. Blending the picture, not the rules, hides the change from the script to the physics.

When not to use it

Wrong when the release should be deliberate and clear, like a throw with a set direction and power, where you decide the speed yourself. It is also not needed if the player is simply put down on the ground in a fixed place.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 21 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A player released from a monster's grip falls straight down or snaps away" (read_entry pinned-player-is-released-without-dropping-dead) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP