Component:CharacterForceField
This component creates a force field that allows the setting of or applying force to the velocity of Character Controllers.
More actions
Component image 
Character Force Field component as seen in the Scene Inspector

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This component creates a force field that allows the setting of or applying force to the velocity of Character Controllers.
Usage
| Name | Type | Description |
|---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. |
TriggersOnly
|
Bool | Whether to only allow trigger colliders attached to character controller objects to activate the force field. |
Force
|
Float3 | force direction and magnitude to apply a character controller within range with. |
ForceMode
|
CharacterForceField.Mode | Whether to use impulse, apply, or set velocity using Force
|
ForceSpace
|
CharacterForceField.Space | Whether to do the force direction in local or global space (so should Force be scaled and rotated by the slot this is on or not?)
|
RadialForceRadius
|
Float | The range of effect this force field has. |
ForceSlotSpace
|
direct RootSpace | Override the transform space for Force with this if set.
|
MinActivationVelocity
|
Float | The minimum velocity a character controller has to be going to trigger this force field. |
MaxForceVelocity
|
Float | How fast the character controller's velocity can be at max after being affected by this component when the user isn't holding Jump |
HoldJumpMaxForceVelocity
|
Float | How fast the character controller's velocity can be at max after being affected by this component when the user is holding Jump |
PreseveDirectionAcrossPlane
|
Bool | Calculates a plane that is perpendicular to the vector Force (like a stick stuck into a piece of paper) and maintains the initial direction of the velocity of the character controller in either the forward or backwards facing direction of this plane.
|
IgnoreParentUser
|
Bool | Whether to ignore the active user when finding character controllers within range of RadialForceRadius. This does not ignore character controllers that are simulated by the user.
|
NoJumpMultiplier
|
Float | How much to multiply the effect of Force when the user isn't holding Jump
|
HoldJumpMultiplier
|
Float | How much to multiply the effect of Force when the user is holding Jump
|
MaxCharacterVelocity
|
Float | The maximum velocity this component can set a character controller's speed to after setting a force on it. |
MinCharacterVelocity
|
Float | The minimum velocity this component can set a character controller's speed to after setting a force on it. |
CharacterVelocityDampeningSpeed
|
Float | How fast to slow the user down. this can be used to give the effect of jumping into molasses. |
Behavior
Needs a collider on the same hierarchy to allow triggering this component.