Is it normal behavior that when using jump() there is a “lag” on its peak? It’s the exact location where onground() returns true, although it is in mid-air. I tried to disable movementchanges while jumping, works so far, except for the 1 frame at the peak!

greets, Wutklumpen

Try tweaking the stepSize too.

If you ment the stepHeight variable from the CharacterControl’s constructor, then i altered it. The “lag” is away, but at the “onground == true”-call at the peak is still there :frowning: