CMCharacter Modules 0.1.0

Held Jump

Kind: Modifier · Add Component: Character Modules > Modifiers > Held Jump

Keeps rising while jump is held, for a short time. The player decides the height in the air.

Holding jump keeps rising at full speed for a short while: the longer the hold, the higher the jump.

Inspector
▼Held Jump⋮
CharacterCharacter (Character Motor)
Hold Time0.167
The Held Jump component in the Inspector, with its defaults.
Origin. Super Mario Odyssey (2017).

How it works

Changes Jump: hold Jump to rise at full speed.

Held Jump: while jump stays held, the jump keeps its take-off speed, with no gravity, for up to holdTime; letting go, or the time running out, starts the fall. The height is chosen by how long the button is held, and the jump answers at once. The way of modern 3D platformers (up to 10 frames); compare Variable Jump Height, which cuts the speed on release (classic 3D platformers). Jumps that cannot be cut short (a triple, a flip) are left alone. Numbers from the modern 3D platformer measurements (D44).

Combine it

  • Needs: Jump. The Inspector warns while one is missing.
  • Used by the presets: Modern Platformer.

Properties

PropertyDescriptionRangeDefault
CharacterThe character this module belongs to. Drag its Character Motor here.None
Hold TimeLongest time the take-off speed is kept while jump is held, seconds.0 or more0.167

Additional resources