How was the wall jumping in Egg Hunt 2018 done?

I’ve been trying to figure this out but I’m not exactly sure where to start. I absolutely love the wall-jumping mechanic in Egg Hunt 2018 and I think that it was done very, very well. I would love to make some sort of similar system for a project of mine.

In Egg Hunt 2018, when a player jumps at a wall, they are “stuck” to the wall and made to look in the direction that the wall is facing. They slowly slide down, and are given the option to jump which will lunge them in the direction that they are facing.

Do not take this the wrong way, I do not want the entire code to be written for me. I’d just love to get some help and to be pointed in the right direction. If the devs who worked on the original game would respond, I would be eternally grateful!

Thanks in advance!

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I think there are a function that will execute if you touch the wall, and you will stick on it and you disable it just when you touch the ground or you jump.

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You can raycast in the direction the player is going and then see if a wall is there and if it is close enough
If it is, then you just keep raycasting (and start the wall jumping process) to keep them on the wall and if the ray hits nothing or they hit the floor then they must have ran out of wall

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I’m more intrigued in keeping the player stuck onto the wall but I appreciate your help!

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Constraints / body movers is the simple answer. You can use CFrame but it would be more difficult to manage

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