// Jump in the OPPOSITE direction of current gravity Vector3 jumpDir = -GravityManager.Instance.activeFile.gravityDirection.normalized; rb.AddForce(jumpDir * jumpForce, ForceMode.Impulse);
This framework creates a modular, data-driven "Gravity Files" game. You can now design hundreds of levels simply by creating new GravityFile assets and dragging them into trigger zones. gravity files remake code
public class GravityField : MonoBehaviour // Jump in the OPPOSITE direction of current
// Adjust ground detection based on gravity direction Vector2 checkDirection = (GravityManager.Instance.currentGravity == GravityDirection.Down) ? Vector2.down : Vector2.up; isGrounded = Physics2D.Raycast(groundCheck.position, checkDirection, 0.1f, groundMask); rb.AddForce(jumpDir * jumpForce
[Header("Current Active File")] public GravityFile activeFile;