06 · Movement · 2D and 3D

Input buffering

Remember a press that came a little too early.

Players press jump a few frames before they land, expecting a jump the moment they touch down. Without a buffer the press is thrown away and the game feels like it dropped the input. Storing the press for a tenth of a second and firing it as soon as it becomes valid makes controls feel tight.

Space or ↑ jump←→ moveB buffer on/offTap  Jump  just before landing

Try this: Chain jumps without stopping: press jump again just before you land. Then turn the buffer off with B and try to keep a chain.

buffered press (waiting to fire)press eaten

Chain 0Best 0Eaten presses 0

Jump, then press again just before you land.

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.

Buffer the jump input: on press start a 0.1 s timer, and on the first frame a jump becomes legal while it is still running, jump and clear it, so presses just before landing count and one press never jumps twice.

41 words · one sentence to paste as is

Where it's used

Common mistakes

Not consuming the buffer (one press triggers two jumps), a long buffer of 0.3 s or more that fires actions players already gave up on, and keeping buffered actions through pause or death.

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