mechanic

Use when

Descents or gaps need controlled float without full flight.

Glide / Hover

What it is. Hold a button in the air to cap your fall rate and buy horizontal steering — you don’t gain height, you spend it slowly. A jump is a committed parabola; a glide turns that parabola into a line you can bend.

Player fantasy. “I’ll make it.” The apex fear of a normal jump becomes calm: you see the far ledge, you lean, you feather down onto it. Mastery reads as grace, not twitch.

The verb

Airborne, hold glide → downward velocity clamps to a slow terminal, lateral control opens up. Release to drop fast, or run out of the resource that sustains it.

How it feels / why it’s fun

Tuning levers

LeverEffectSane default
Fall-rate capTerminal velocity while gliding25–40% of free-fall
Air-steer authorityHorizontal accel/max-speed mid-glide60–80% of grounded control
Deploy latencyFrames from press to float engaging2–4 frames (crisp, no input-lie — antipattern-input-lie)
ResourceWhat limits itStamina meter, altitude budget, or free (traversal-only)
Drain rateHow long a hold lasts2–4s of glide per full bar
RefillWhere it restocksOn ground contact; or updraft; or never (one-shot)
CancelHow you exit earlyRelease → instant fast-fall; dash/jump breaks it
Momentum carryDoes entry speed feed the glideCarry ~50% so a running start rewards planning

Push fall-rate cap and drain rate together: a slow float on a short bar is a tight tactical tool; a fast float on a long bar is a lazy cruise. Don’t move both toward “generous” or glide becomes flight and the gaps stop mattering.

Slots into

Twist seams

How it wires to Hayao

Glide is a cosmetic-free, deterministic movement state layered on the jump: a clamp on downward velocity plus opened lateral input, gated by a resource counter — all in world.probe()-visible sim state, all driven through the deterministic RNG if anything varies. Build the arc and the fall-rate clamp in the sandboxes/physics-lab (gravity, terminal velocity, integration) before it touches a level. Steer-during-air and the land-target framing belong to the sandboxes/camera-lab. The precision platformer reference examples/small-flame already owns the honest-air-control floor — study its feel before you tune yours. The float animation and any trail are pure view: set them cosmetic = true so they stay out of world.hash(). Feel and blockability get proven at the pointer in the frontmatter, not restated here.

Fails when…

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.