05 · Movement · 2D and 3D

Coyote time

Let players jump a moment after they run off a ledge.

Players press jump when they think they are still on the edge, which is often a few frames too late. Without a grace window, the game eats the input and it feels broken. A short window (around 80 to 150 ms) makes jumps feel fair without anyone noticing it is there.

←→ runSpace or ↑ jumpC coyote on/offR resetTap  Jump : the hero runs by itself

Try this: Jump a split second after running off the ledge. Then press C to switch coyote time off and try the same jump.

grace zone (where a late jump still works)saved jump

Coyote ON: 0 late jumps savedCoyote OFF: 0 late jumps lostFalls: 0

Run at the gap and jump at the very last moment.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Add coyote time to jumping: start a timer when the character stops being grounded, still allow a normal jump while it is under 0.1 to 0.15 s, and clear it the moment that jump fires so it can never become a free double jump.

44 words · one sentence to paste as is

Where it's used

Common mistakes

Not closing the window when the jump fires (players find a hidden double jump), opening it after a jump instead of only after walking off, or making it so long (0.3 s or more) that players visibly jump off thin air.

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