Unit 6 — Jumping
Platforming, from the inside: a physics flick, an honest ground check, and the three mercy timers that make controls feel tight. The unit's studio day builds the Gauntlet — the first level you design for strangers.
Lessons
| ID | Title | What you build / learn |
|---|---|---|
| 6.1 | Gravity & Jump: The First Flick | the flick, the tuning triangle, the parabola |
| 6.2 | Ground Checks: No Infinite Jumps | raycast, layer masks, re-derived state |
| 6.3 | Jump Feel: Fall Speed & Coyote Time | asymmetric gravity, buffer, coyote — feel engineering |
| 6.4 | Boots: Double Jump | jump counters, capability design, soft gates |
| 6.5 | Platforming Studio: The Gauntlet | five sections, one room, blind testers |
Concepts this unit owns
Feel as engineering: every "tight" jump is three tunable numbers with names. Also the raycast — asking physics a question per frame — and the counter-vs-bool data decision. CED: AAP-3, DAT-1 (the tuning data), CRD-1.