Uploaded August 2026 | Updated September 2026, 20 minutes ago
Precision platforming delivers instant full-speed movement with zero momentum, fixing three common Godot flaws: screen-space physics that block gravity puzzles, frame-based input checks, and opposing directions that cancel player movement.
It supports jump cutoff, slopes, moving platforms, multiplayer and adaptive gravity by projecting velocity with up_direction, handling real input events, and always following the player's last movement decision without extra code.
Pre-order the Platformer Essentials Course and get 20 products to help make games TODAY:
💰itch.io/s/198078/godot-2d-platformer-essentials-course-funding-campaign
Read the complete blog post:
📃ludonauta.itch.io/gameplay-library/devlog/1624562/tutorial-precision-platforming-in-godot-4
Get the ticket and join the Level Design workshop on August 28th:
🎫 ludonauta.itch.io/non-linear-level-selection
Follow me on itch.io for Godot Engine asset packs and courses:
🎮ludonauta.itch.io
Deckbuild your next game with the Gameplay Library:
🃏ludonauta.itch.io/gameplay-library
The Essential Guide to Creating Multiplayer Games with Godot 4:
📙amzn.to/3Sy0ZvD
Game Development Patterns with Godot 4:
📙amzn.to/4g5IxSH
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Chapters:
00:00 - I. Precision Platforming Overview
01:27 - II. Supported Gameplay Features
04:11 - III. Origin of This Approach
05:10 - IV. Three Common Mistakes
08:26 - V. Screen Space Physics Fix
09:46 - VI. Velocity Vector Projection
12:57 - VII. Input Event Handling
14:24 - VIII. Last Decision Direction
16:44 - IX. Jump Cutoff Technique
18:07 - X. Course Crowdfunding Offer
19:31 - XI. Bundle Benefits Explained
20:44 - XII. Related Videos and Outro
Precision platforming delivers instant full-speed movement with zero momentum, fixing three common Godot flaws: screen-space physics that block gravity puzzles, frame-based input checks, and opposing directions that cancel player movement.
It supports jump cutoff, slopes, moving platforms, multiplayer and adaptive gravity by projecting velocity with up_direction, handling real input events, and always following the player's last movement decision without extra code.
Pre-order the Platformer Essentials Course and get 20 products to help make games TODAY:
💰itch.io/s/198078/godot-2d-platformer-essentials-course-funding-campaign
Read the complete blog post:
📃ludonauta.itch.io/gameplay-library/devlog/1624562/tutorial-precision-platforming-in-godot-4
Get the ticket and join the Level Design workshop on August 28th:
🎫 ludonauta.itch.io/non-linear-level-selection
Follow me on itch.io for Godot Engine asset packs and courses:
🎮ludonauta.itch.io
Deckbuild your next game with the Gameplay Library:
🃏ludonauta.itch.io/gameplay-library
The Essential Guide to Creating Multiplayer Games with Godot 4:
📙amzn.to/3Sy0ZvD
Game Development Patterns with Godot 4:
📙amzn.to/4g5IxSH
---
Chapters:
00:00 - I. Precision Platforming Overview
01:27 - II. Supported Gameplay Features
04:11 - III. Origin of This Approach
05:10 - IV. Three Common Mistakes
08:26 - V. Screen Space Physics Fix
09:46 - VI. Velocity Vector Projection
12:57 - VII. Input Event Handling
14:24 - VIII. Last Decision Direction
16:44 - IX. Jump Cutoff Technique
18:07 - X. Course Crowdfunding Offer
19:31 - XI. Bundle Benefits Explained
20:44 - XII. Related Videos and Outro










