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
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
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Hold Time | Longest time the take-off speed is kept while jump is held, seconds. | 0 or more | 0.167 |