Spielerando

Pulling up onto a ledge after a jump, only when it should work

Open-world characters should haul themselves over a ledge at the top of a jump, but not climb every wall, not while plummeting past it, and not into a space too small to stand. Here is the check that sorts a step, a mantle and a miss, with the distances and speed to use.

Why this works

A ledge is a question of reach: how far above the feet it lies, how fast the body moves and whether there is room to stand. Sorting the answers into step, pull-up or miss, with clear gaps between them, makes the result predictable.

When not to use it

Wrong for games with a full climbing system, where the player grabs anything by choice. Automatic pull-ups then fight the player's decisions. It is also unneeded in games where every ledge is a clear stair.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 25 lines of example code with 6 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Pulling up onto a ledge after a jump, only when it should work" (read_entry tell-step-mantle-and-miss-at-a-ledge) 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