Hi.
There are different ways to approach this (gravity/drag/velocity/force)
But you should handle this in a separate fsm.
You can for example use curved
tweensand manipulate the velocity.
You also could do a upward force and then manipulate drag/velocity over time.
Most important is to do this in a separate fsm so you have full control.
Also have a fsm that checks for grounded.
And use Fsm actions like 'Fsm Bool Test' (
Ecosystem)
I also noticed in the video that you used a Set Properties action for the sprite flip,
i believe that there is an action on the
Ecosystem for this.
Get/Set properties are using mirroring and are slower than dedicated actions.
Also if you use Get/Set properties, there is a big chance that you need to use
Linker Wizard to make it work in a build.
Here is a video about Global Transitions as will need this to send events to other fsm's