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Advanced movements for 3D physics characters

Let 3D physics characters: air jump, wall jump wall sliding, coyote time and dashing.

Authors and contributors to this experimental extension: D8H, shadow00dev, Entropy, CorianderGames.


This extension provides behaviors to:

  • Jump in mid-air
  • Do coyote time, also known as "ledge tolerance". It lets players jumping even after their character is no longer touching the ground for a given amount of time. It aims to give players a feeling of control and reduce frustration.

Tip

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Coyote time and air jump for 3D

Let 3D physics characters jump shortly after leaving a platform and also jump in mid-air.

Behavior properties

  • Number of air jumps (🔢 Number). Default value is 1.
  • Floor jumps count as air jumps (🔘 Boolean). Default value is false.
  • Coyote time duration (🔢 Number, Duration). Default value is 0.25.
See internal technical details
  • Number of air jumps is stored as AirJumpCountMaximum (Number). Default value is 1.
  • Floor jumps count as air jumps is stored as AreFloorJumpCountedAsAirJump (Boolean). Default value is false.
  • Coyote time duration is stored as CoyoteTimeFrameDuration (Number). Unit is Second. Default value is 0.25.

    This behavior must be used on an object also having a behavior with type "Physics3D::PhysicsCharacter3D". This is stored on property PhysicsCharacter3D.

Behavior actions

Remove a remaining air jump
Remove one of the remaining air jumps of a character.

See parameters & details
  • Parameter 0: 👾 Object
  • Parameter 1: 🧩 Behavior

Technical note: parameter 2 is an internal parameter handled by GDevelop.

Technical note: this action internal type (in GDevelop JSON) is AdvancedJump3D::AdvancedJump3D::RemoveOneRemainingAirJump.

Reset air jumps
Allow back all air jumps of a character.

See parameters & details
  • Parameter 0: 👾 Object
  • Parameter 1: 🧩 Behavior

Technical note: parameter 2 is an internal parameter handled by GDevelop.

Technical note: this action internal type (in GDevelop JSON) is AdvancedJump3D::AdvancedJump3D::ResetAirJumpCounter.

Air jumps
Change the number of times the character can jump in mid-air.

See parameters & details
  • Parameter 0: 👾 Object
  • Parameter 1: 🧩 Behavior
  • Parameter 2 (🔢 Number): Number of air jumps

Technical note: parameter 3 is an internal parameter handled by GDevelop.

Technical note: this action internal type (in GDevelop JSON) is AdvancedJump3D::AdvancedJump3D::SetAirJumpCountMaximum.

Coyote timeframe
Change the coyote time duration of an object (in seconds).

See parameters & details
  • Parameter 0: 👾 Object
  • Parameter 1: 🧩 Behavior
  • Parameter 2 (🔢 Number): Duration Coyote time duration in seconds.

Technical note: parameter 3 is an internal parameter handled by GDevelop.

Technical note: this action internal type (in GDevelop JSON) is AdvancedJump3D::AdvancedJump3D::SetCoyoteTime.

Behavior conditions

Floor jumps count as air jumps
Check if floor jumps are counted as air jumps for an object.

See parameters & details
  • Parameter 0: 👾 Object
  • Parameter 1: 🧩 Behavior

Technical note: parameter 2 is an internal parameter handled by GDevelop.

Technical note: this condition internal type (in GDevelop JSON) is AdvancedJump3D::AdvancedJump3D::AreFloorJumpCountedAsAirJump.

Can coyote jump
Check if a coyote jump can currently happen.

See parameters & details
  • Parameter 0: 👾 Object
  • Parameter 1: 🧩 Behavior

Technical note: parameter 2 is an internal parameter handled by GDevelop.

Technical note: this condition internal type (in GDevelop JSON) is AdvancedJump3D::AdvancedJump3D::CanCoyoteJump.

Behavior expressions

Expression Description
Object.AdvancedJump3D::AirJumpsMax() Number of jumps in mid-air that are allowed.
Object.AdvancedJump3D::RemainingAirJumps() Number of jumps in mid-air that are still allowed.

This page is an auto-generated reference page about the Advanced movements for 3D physics characters extension for GDevelop, the open-source, AI-powered, cross-platform game engine designed for everyone. Learn more about all GDevelop extensions here.