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