Quake 1 (I believe it's the first?) source code is published on github. Bunnyhopping comes from a bug in the SV_AirAccelerate function in there. Everything I did was copy the function (adding a modifier to allow editing of the snappiness by multiplying the wish velocity length) The best video I've found on explanation of the bunnyhopping bug is by zweek, watch his video and it'll be really easy to implement it yourself (hopefully) I'd post the links for the source code and the video here, but youtube would not like that. Look for Zweek's video, "Okay, but how does airstrafing ACTUALLY work?" and source code will be linked in the description. A bit long winded, but that's just me yapping, it's fairly simple
@@kagantoros do be aware that Unity's units and speeds are smaller than quakes, so you might need to mess around with multipliers to get it feeling responsive and like "proper" bhop
how did you do that? can you explain it? if you don't mind
Quake 1 (I believe it's the first?) source code is published on github.
Bunnyhopping comes from a bug in the SV_AirAccelerate function in there. Everything I did was copy the function (adding a modifier to allow editing of the snappiness by multiplying the wish velocity length)
The best video I've found on explanation of the bunnyhopping bug is by zweek, watch his video and it'll be really easy to implement it yourself (hopefully)
I'd post the links for the source code and the video here, but youtube would not like that. Look for Zweek's video, "Okay, but how does airstrafing ACTUALLY work?" and source code will be linked in the description.
A bit long winded, but that's just me yapping, it's fairly simple
@@trly429 Oh!! thank you so much bro.I just started develop something for fun.
the video you sent me will help a lot. amazing!
@@kagantoros do be aware that Unity's units and speeds are smaller than quakes, so you might need to mess around with multipliers to get it feeling responsive and like "proper" bhop
@@trly429 oh! thanks. I will do