How To Add Coyote Time In Unity: Step-By-Step Guide

In this article, we’ll add coyote time in Unity, adding more functionality to our player character controller. A character controller needs to have this logic implemented.

Picture this your player is running from an enemy and it is time to jump from one platform to another and he presses the jump button.

But because of a slight miscalculation, he falls to the ground and has to redo the hard work. This will decrease the overall player experience and the player might quit the game.

This whole thing could have been prevented if you had added coyote time in your game. So, that is why we’ll today learn how to add coyote time in unity.

Understanding Coyote Time

To fully understand coyote time we should know a few things which are written below:

What is Coyote Time?

Coyote time is just a technique that is implemented in a player controller when you want the player to be able to jump even after leaving the ground, but for a few seconds such as a good time for coyote time is 0.2 seconds.

Now, what is coyote time in the context of Unity game development? In Unity coyote time can be easily implemented in the player controller script and you don’t have to create a separate script for it.

If you want a better player controller follow this tutorial.

Why Is Coyote Time Important?

Coyote time in unity is crucial when making a character controller, especially for a platformer game. Imagine this your player is running toward the exit, jumping from one platform to another, and because of one small miscalculation he falls on the spikes and has to redo the level.

This will destroy the whole game experience for the player. So, to prevent this it is important to implement coyote time in your game.

Adding Coyote Time In Unity

Adding coyote time in unity is pretty easy if you know what logic should be followed to make things work.

coyote time in unity

Firstly we need to make two variables, one will work as a timer and the value of the timer variable will decide whether the time has passed or not in which the player was supposed to be able to jump after leaving the ground.

And, the second variable will be the time counter which will decrease every second, this will be the variable that will be used to handle the logic of coyote time.

1. Declaring Variables

As said before, it’s time to declare the two variables that will be responsible for handling the logic for making things work.

//This will be used as a time counter
private float coyoteTimeCounter;

//This will be the actual time to be checked
[SerializeField] private float coyoteTime = 0.2f;

2. Initializing The CoyoteTimeCounter

In the update method, write an if statement for when the IsGrounded function returns true then set the coyoteTimeCounter equal to the variable coyoteTime. If you don’t already have an IsGrounded function follow this tutorial.

This will reset the coyoteTimeCounter when the player is touching the ground whether before jumping, after jumping, or while walking.

if(IsGrounded())
{
   coyoteTimeCounter = coyoteTime;
{
else
{
   coyoteTimeCounter -= Time.deltaTime;
}

3. Setting The Jump To Work With Coyote Time

Now, it’s time to put everything together but first we should understand what we were doing and what we are trying to accomplish now.

Before this, we checked if the player is on the ground and the jump button is being pressed only then we applied vertical velocity to the player.

What we were doing before:

if (Input.GetButtonDown("Jump") && isGrounded())
{
    rb.velocity = new Vector2(rb.velocity.x, jumpHeight);
}

But now instead of checking if we are on the, we will check for whether the coyoteTimeCounter has a value greater than zero.

if (Input.GetButtonDown("Jump") && coyoteTimeCounter > 0)
{
    rb.velocity = new Vector2(rb.velocity.x, jumpHeight);
}

4. Setting The CoyoteTimeCounter To Zero

Now, the last step in this process is to set the coyoteTimeCounter variable to zero when the player releases the jump button, this will prevent double jumping.

To do this, just write an if statement to check when the jump button is up then the coyoteTimeCounter should be set to zero.

if(Input.GetButtonUp("Jump") && rb.velocity.y > 0)
{
   coyoteTimeCounter = 0;
}

FAQs

What is coyote time?

Coyote time is a mechanic in platformers that gives that player a short time after jumping off the ground to still be able to jump. This helps in avoiding frustrating situations for the player when he misses a jump.

How difficult is it to implement coyote time in Unity?

The difficulty depends on the chosen method. Script-based implementation requires some basic coding knowledge, while state machine-based approaches might be more complex.

What duration is best for coyote time?

From the values I have experimented with I have concluded that a balanced value is 0.2 seconds long. But the ideal value depends on your game’s pace and the character’s speed, so do experiments with different values.

Does implementing coyote time impact platforming difficulty?

No, while it does make jumps more forgiving, it still maintains difficulty if you keep the duration a small value like 0.2 seconds.

Are there any performance considerations when using coyote time?

The performance impact is very minimal, especially for simple script-based implementations. However, if you’re dealing with complex scenarios or a large number of characters, it’s worth profiling your code to ensure smooth performance.

If you still have any questions try checking Unity forums.

Conclusion

So, now you know how to implement coyote time in unity so experiment with different values to decide the optimal time for coyote time. By implementing coyote time you give your player a better experience which will make your game even more fun. So, dive into the world of coyote time, unleash its potential, and let your players have fun playing your game and having a good time.