Walking down stairs should be a lot smoother (In most cases, but not all)
Anchoring the HumanoidRootPart should be consistent (previously it sometimes stopped the character, and sometimes didn’t) in preventing movement.
Jumping is more “instantaneous” now. Height and Distance should be unchanged. Previously jumping would have a small “acceleration” period for a few frames before reaching top speed. Now you reach top speed (not height) and enter the jumps projectile path faster.
Please let me know if any undesired behaviors are observed!
I don’t think Roblox has ever had variable jump height based on how long you’ve held down the jump button. Be sure to read what Khanovich wrote again. He just means there is less delay between your input and the jump being visually applied to your character.
No variable jump height. When you pressed jump before the character acted like it had a jetpack until it reached a certain velocity and would enter free fall from that point.
With this change, we basically apply a single impulse and let freefall from there.
Made sure that you reach the same height and still have same jump length with the change.
You can set JumpPower to 0 and implement your own jumping mechanic where you manually set the jumping state on the humanoid and apply an upward velocity in whatever way you like. Then you can still use all of the other things that Humanoid offer as-is.
Is there some desirable outcome from the old behavior that the new behavior is missing? My intent was to not have any behavior change, just improvement under the hood. You shouldn’t notice much.
Any place you used to be able to jump to before is still reachable.