mantle
Climbing onto a ledge that is too high to step onto. The pure decision and the pure path: given what a probe saw in front of the character, is there a lip worth climbing, and where does the body travel to get on top of it? Babylon-free, deterministic, unit tested.
It is not a water feature
It arrived as one — Tonio, swimming: "when you swim to the water's edge, you
just pop instantly to the surface onto the land." But climbing out of a pond is
mantling a ledge of height h, and the water is incidental. Written as
swim_exit it would be one animation that only ever plays at a shoreline;
written as a mantle it is the bank, the low wall, the crate and the ledge, from
one verb. Quaternius agrees, and says so in its naming: the clips are
ClimbUp_1m and ClimbUp_2m — indexed by HEIGHT, not by what you were doing
before.
That is also the MOBILITY-DESIGN rule doing its job. A ledge is a fact about
geometry; _climbable would be a fact about a level designer, and the design
doc calls that out by name as the thing that makes players stop believing their
eyes.
The band, and why both ends of it matter
A mantle is what happens BETWEEN two things that already work:
| height | what happens |
|---|---|
below stepUp |
you just walk up it — the step offset |
stepUp … reach |
mantle |
above reach |
a wall; you stop |
So the lower bound is not a tuning choice, it is whatever the walking code already absorbs — pass it in rather than restating it, or the two disagree and you get a band of heights that is neither steppable nor climbable and reads as an invisible wall.
The path is an ARC, and a lerp is wrong
Straight-lining from the water to the ledge top drives the body THROUGH the lip. A mantle goes up first, then in — that is what the shape of the animation is — so the path rises early and translates late, with an overlap in the middle so it is one motion rather than two.
Timing is the one thing here that is a choice rather than a measurement, and it is expressed as fractions of the clip so it retimes itself when the animation set changes.