diff --git a/osu.Game.Rulesets.Catch.Tests/TestSceneCatcher.cs b/osu.Game.Rulesets.Catch.Tests/TestSceneCatcher.cs
index 1ad45d2f13..927175a138 100644
--- a/osu.Game.Rulesets.Catch.Tests/TestSceneCatcher.cs
+++ b/osu.Game.Rulesets.Catch.Tests/TestSceneCatcher.cs
@@ -194,8 +194,8 @@ public void TestCatcherStackingSameCaughtPosition()
AddStep("catch more fruits", () => attemptCatch(() => new Fruit(), 9));
checkPlate(10);
AddAssert("caught objects are stacked", () =>
- catcher.CaughtObjects.All(obj => obj.Y <= Catcher.CAUGHT_FRUIT_VERTICAL_OFFSET) &&
- catcher.CaughtObjects.Any(obj => obj.Y == Catcher.CAUGHT_FRUIT_VERTICAL_OFFSET) &&
+ catcher.CaughtObjects.All(obj => obj.Y <= 0) &&
+ catcher.CaughtObjects.Any(obj => obj.Y == 0) &&
catcher.CaughtObjects.Any(obj => obj.Y < -25));
}
diff --git a/osu.Game.Rulesets.Catch/UI/Catcher.cs b/osu.Game.Rulesets.Catch/UI/Catcher.cs
index dcab9459ee..f2e29b2e10 100644
--- a/osu.Game.Rulesets.Catch/UI/Catcher.cs
+++ b/osu.Game.Rulesets.Catch/UI/Catcher.cs
@@ -56,11 +56,6 @@ public class Catcher : SkinReloadableDrawable
///
public double Speed => (Dashing ? 1 : 0.5) * BASE_SPEED * hyperDashModifier;
- ///
- /// The amount by which caught fruit should be offset from the plate surface to make them look visually "caught".
- ///
- public const float CAUGHT_FRUIT_VERTICAL_OFFSET = -5;
-
///
/// The amount by which caught fruit should be scaled down to fit on the plate.
///
@@ -157,6 +152,8 @@ public Catcher([NotNull] Container trailsTarget, BeatmapDifficulty difficulty =
{
Anchor = Anchor.TopCentre,
Origin = Anchor.BottomCentre,
+ // offset fruit vertically to better place "above" the plate.
+ Y = -5
},
body = new SkinnableCatcher(),
hitExplosionContainer = new HitExplosionContainer
@@ -388,9 +385,6 @@ private Vector2 computePositionInStack(Vector2 position, float displayRadius)
float adjustedRadius = displayRadius * lenience_adjust;
float checkDistance = MathF.Pow(adjustedRadius, 2);
- // offset fruit vertically to better place "above" the plate.
- position.Y += CAUGHT_FRUIT_VERTICAL_OFFSET;
-
while (caughtObjectContainer.Any(f => Vector2Extensions.DistanceSquared(f.Position, position) < checkDistance))
{
position.X += RNG.NextSingle(-adjustedRadius, adjustedRadius);