So it is better using a custom movement rather than physics platformer if you want more precise control and want to know states like jumping, falling landing etc?
So it is better using a custom movement rather than physics platformer if you want more precise control and want to know states like jumping, falling landing etc?
By a custom movement, I meant using the Static physics movement and using it to make a platform engine. If anything, it might be more difficult to retrieve those states with the Static physics movement. Technically, as of now, there are actually multiple ways you can retrieve the object's state using the physics platform movement, such as using detectors, checking to see what animation the object is playing, checking the velocity angle, etc. For the Static physics movement, you would have to manually add in the events that play the animations, and you would probably have to use a detector to detect when the object is on the ground.