I’m tuning a third-person dash in UE5.3 with an authoritative state machine and currently using about 120 ms coyote time plus a 90 ms input buffer; it feels great, but I’m worried it rewards sloppy inputs. For those who’ve shipped similar mechanics, do you favor stricter windows with stronger animation/VFX cues, or slightly generous windows validated by telemetry and unit tests to keep behavior consistent across 60–120 fps?
I cap buffer at 60–80 ms; ‘120 ms’ felt mushy. Keep generous coyote, but tighten in combat via NotifyState.
I’ve been there too; feeling like you’re on the edge of rewarding sloppy inputs can drive you nuts. For my third-person dash, I found that a clear animation cue helps tighten the timing — players get feedback and adjust accordingly. Maybe try a stronger visual cue just before the dash?
One thing I found useful is implementing a subtle visual cue, like a slight camera shake or a color flash during the dash. It helps players feel the input is intentional without making the timing feel punishing — @samuel87k, have you tried adding some feedback like that?