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

IDTitleWhat you build / learn
6.1Gravity & Jump: The First Flickthe flick, the tuning triangle, the parabola
6.2Ground Checks: No Infinite Jumpsraycast, layer masks, re-derived state
6.3Jump Feel: Fall Speed & Coyote Timeasymmetric gravity, buffer, coyote — feel engineering
6.4Boots: Double Jumpjump counters, capability design, soft gates
6.5Platforming Studio: The Gauntletfive 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.

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