Hello. I’m using the platformer behaviour for a character who talks to other characters. The behaviour is deactivated during dialogue and reactivated when dialogue ends. If the player character is standing still when he initiates dialogue, all is well. If he is moving (on the x axis; he has to be on the floor to talk) when he initiates dialogue, it’s like the momentum is paused and resumes again once dialogue has ended. In other words, the player character will briefly change to his walking animation and walk a step or two once dialogue is no longer running, without the player pressing left/right.
I have tried reducing his current horizontal speed to zero when dialogue starts. This helps by stopping him moving when dialogue ends, but you can still see his walk animation briefly flicker before his idle animation kicks in. I don’t seem to be able to cancel out the forces that were being applied to him when he initiated dialogue.
Is there a way to remove all forces affecting a platformer character while moving, like colliding with a wall does? Thank you.
Edit: Setting his acceleration to zero at the beginning of dialogue and then setting it back to his usual 1500 when dialogue ends does not help.