SetVelocity extreme inconsistent when the player is grounded, causing it to not work.
AltCentauri
When the player is grounded, setting velocity is extremely inconsistent and results in it not working as intended. The only solution I have found for this is to teleport the player upwards slightly before applying the velocity, which makes me believe it is the IsGrounded bug that was marked as complete last year.
In this example world you can double jump, but for the first jump you'll notice that the player seems to stick to the ground.
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Because of this, double jump systems in VRChat are currently limited to 3 options:
-Be able to jump off the ground with perfect network IK, but only on relatively low-angle surfaces. Any angled surface results in jumps not being possible, as well as a lack of coyote-time allowing for effective jumps
after
falling off of something/walking down a slope.-Have that coyote time smoothness AND good network IK, but face the annoying bug in this canny where you stick to the ground every time you try to jump.
-Be able to jump AND have coyote time smoothness, but have TERRIBLE network IK every single time you jump at all due to the player needing to be teleported upward slightly for the jump to work without you sticking to the ground.
Fixing this would allow #2's method to be viable, and would make life SO MUCH EASIER for world creators trying to do non-standard mobility in their worlds, requiring less "pick your poison" and more shit just
working