Is there a known issues which makes player behaviour on solid different than when standing on jump-through platforms?
I get several issues in my character behaviour and animations depending whether they stand on a solid or not. The most obvious issue is that my character does a turn animation before is flipped, and this works fine, however my character can kick in the air, and when they land while kicking on a jump-thru it all works fine but when landing on a solid they will always do a turn animation first. This makes no sense I have applied no difference in behaviour from solids to jump-thrus, I simply call the on landed functions.
I do not understand, I thought "on floor" and "on landed" applied to both solids and jump-thru equally, I guess not?
I have also switched around behaviour to make sure there was nothing else at fault with the sprites and collisions and as far as I can tell all works the same, it is definetly a matter of solid vs jump-thru behaviours.
Is there perhaps a larger margin of errors with solid collisions like the 0.0001 error or something?