【視聴数 49827】
【チャンネル名 Skeptation】
【タグ Apex Legends】
ApexLegends攻略youtube動画まとめサイト 人気のFPSゲームApexLegendsが大好きな方の為のサイトです。ApexLegendsの隠れた人気動画を発見するのに役立ちます。毎日新着のApexLegends動画をリサーチしています。
【視聴数 49827】
【チャンネル名 Skeptation】
【タグ Apex Legends】
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Can’t with valk tho haha
I can’t be 100% sure but i think this is a result of the collision hulls on the player. I think Apex uses cylindrical collision hulls which means that as you approach and go over an edge the cylinder will still be in contact with the mesh below you for a short time (because a cylinder is a half-circle on the bottom), and as long as it’s touching then it still reads the jump input. You can see how the player moves down slightly before the jump happens and i believe this is evidence of my theory. I believe you can feel this effect when you crouch and try to ease yourself over a ledge and you move down a little bit (down the curvature of the cylinder). This explains the reduced jump height because you’re effectively jumping off of a tiny contact point near the end of the curvature of the cylinder, where your collision hull touches the mesh below. This is how it works in other games, but Apex has a big focus on movement so it very well could be an intentional line of code that mesures how far you are from the ledge you just left.