Still working on attacks . . . I think I’m close to having the coding done. Then its just making quick animations to test them out with. It’s proving to be a little more difficult than what I originally anticipated. My new thinking is to use normal code for the player movement, then use coroutines for attacks. Having everything as coroutines is fine, but it gets tricky when things need to interact with each other. And since coroutines operate outside of the main game loop, trying to keep the movement smooth and accurately detect key input proved cumbersome. New system seems to work good, just doing some preemptive bug squashing before jumping on animations.