Water Jumping w/ False Ground Detection @CurcuitStore
Water Jumping w/ False Ground Detection  @CurcuitStore
Uploaded September 2023 | Updated September 2026, 2 weeks ago
This is a very messy video i don't know why i did anything i did but it's a very fun concept so I'm posting it anyway. Just in case this sickness kills me before I make a better one lol. enjo anyway ig :)

So, being on the ground is determined by two criteria: First, you have to be moving downward. Second, that downward movement has to be interrupted in some way, so the distance you end up moving isn't equal to the distance you were trying to move. Usually the only way this interruption can happen is by bonking a block, which impedes any movement past it. For example when you're just standing idly on the ground, gravity from the previous tick tries to push you downward. But then this movement gets stopped by the ground, so you get marked as on the ground for the next tick. But! There is actually another way to do this: If you try to make a movement smaller than 0.0000001m(1e-7) on an axis, the game simply won't move you on that axis. This creates a discrepancy, and so if that intended movement was on the -Y, you actually get incorrectly counted as being on the ground. Tangentially this same concept is also what causes the perfect 90 degree x surf, just with your z velocity instead. You get a z velocity of like 1e-18 before getting snapped, creating a half-collision on the z axis and thus preventing your x velocity from ever resetting.

Unfortunately though, at the start of every tick your velocity on any axis will get reset to 0 if it's smaller than 0.003m/t. This means you can't just carry in the right velocity from a jump or let gravity trigger it. Instead you have to use your actual movement acceleration from your inputs to get the 0.0000001m velocity. This is easy for the x surf since it's all horizontal, but normally this won't even touch vertical velocity, so no dice. The exception, of course, is with swimming. This let's you adjust your y velocity with jump, sneak, and most importantly by changing your pitch. Although sneaking doesn't always count since it comes before the .003 snap unlike jump and pitch for whatever reason

So with this in mind, I just went ahead and found some inputs that would get my y velocity between -0.0000001 and 0.0m/t. Not always a super easy task in general, but I kept the examples pretty simple here. I end up swimming so that my y velocity starts at 0, and then I swim for one tick with a pitch of -3.76 with jump and sneak held, and for another tick at 27.68, this time with just space held. fwiw there's A LOT of angles that work, those were just the ones I chose. Pressing jump and sneak for the first tick doesn't inherently affect my velocity since the jump and sneak velocities cancel out. But annoyingly negative pitches just don't affect your y velocity if you're swimming at the surface unless you're pressing jump, so that just forces it to work without changing stuff. Pressing jump on the second tick does affect it, since the +.04m/t from it is what sets up the velocity correctly. Not necessary with different angles, but what I went with. And all and all this will get you a y velocity of like -4.7E-8! Which counts as being on the ground. You only see -0.0 on the menu though because since this counts as a colliding with the ground your velocity gets set to 0

From there it's just a matter of jumping on the next tick to ~ do the water jump ~, but there's a bit more to that as well. You can either stay touching the water and jump as long as your eye level or whatever is above the water, or you can completely exit the water horizontally on that next tick when you jump. If you exit the water the jump will be like any old sprint jump, with friction that kills like half of your horizontal speed. But if you're still in the water when you jump, you only get the water friction, which only kills like 10% of your horizontal speed. This kills a bit of you jump height too, but the speed you retain is quite significant(adjusting pitch can giv height too btw). Essentially the equivalent of skipping the ground friction tick in a normal sprint jump altogether, which makes this one jump literally faster than where sprint jumping on flat ground caps out at. Not quite as fast as where 2 high ceiling sprint jumping caps out, but that still feels crazy

Anyway that's all I've got rn sorry if that's a mess. You can 100% do this with elytras too which would be cool since they're so mobile(whoever made the .003 thing is a meanie...), but the angles are prolly much harder to get right. It also might be possible to chain these to just flat out swim faster? But I'm not sure. It's definitely faster for exiting water though, probably in all situations, presumably by quite a bit. The water friction straight to air friction is just sooooo good for speed. 100% some cool stuff to do with it but that'll have to wait until I feel better. Also I'd be curious if anyone's done this before, because it's obviously too precise to just happen, but it feels so obvious now that I've realized it

Music: Piano 1 - c418
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Water Jumping w/ False Ground Detection

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