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Great work! However as you mentioned this does not fit the design of the player character. The player design is based on a state machine implementation, where all logic for the state is contained within a node. Come speak with me at a GDC meeting, and we can implement coyote time within the design of the player character together :)
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Added coyote time functionality to the player controller script. I am not sure the way it is implmented fits the general design of the player controller, but it the did not seem to break any functionality. Tell me if it is not implemented correctly.