TSBG like knockback for saitama uppercut

Right now I am trying to recreate the knockback just like TSBG, but I don’t know how I would calculate the path it would take. So far, all I can think of is that it uses align-positioning to move the character. I have tried using body velocity, but it did not give me the result I was looking for.

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What I think they’re doing is constantly firing a raycast in the direction the character is moving to predict when the character is about to hit the ground (and cancelling the force when the ray hits something to prevent physics jank). Unlike most systems though, this one appears to fire a longer raycast so it can play a landing animation rather than just having the target hit the ground. For the actual pushing of the character, it’s probably LinearVelocity tweened to go lower over time.

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