Character ankle behaves strangely when jumping from high places
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- Dominant language
- C#
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Description
Release Type: Both
Version: 3.0.0.4
Platform(s): Windows, but likely others as well.
Describe the bug
When jumping from high places (especially visible in projects based on ThirdPersonPlatformer), the mannequin's left ankle will rotate 180 degrees for a second every few seconds the character is falling.
To Reproduce
Steps to reproduce the behavior:
- Create a project based on ThirdPersonPlatformer
- Build and run the demo level
- Jump from one of the higher platforms to the ground
Expected behavior
The character should remain in the falling animation with no shifts in bone transform until it lands.
Screenshots

Log and callstacks
Not applicable.
Additional context
I first ran into this issue while working on #179, so I thought it was because of my changes. Turns out it wasn't!
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by creating a project based on the ThirdPersonPlatformer and reproduce the issue in its demo level by jumping from a high platform. Investigate the falling animation and left ankle bone transform during descent; done means the character remains in the falling animation without the 180-degree ankle rotation before landing.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100