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This component creates a force field that allows the setting of or applying force to the velocity of [[Component:CharacterController|Character Controllers]]. | |||
== Usage == | == Usage == | ||
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|ForceSlotSpace|{{RootFieldType|RootSpace}}|TypeAdv5=true| Override the transform space for <code>Force</code> with this if set. | |ForceSlotSpace|{{RootFieldType|RootSpace}}|TypeAdv5=true| Override the transform space for <code>Force</code> with this if set. | ||
|MinActivationVelocity|Float| The minimum velocity a character controller has to be going to trigger this force field. | |MinActivationVelocity|Float| The minimum velocity a character controller has to be going to trigger this force field. | ||
|MaxForceVelocity|Float| | |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 [[Controls|Jump]] | ||
|HoldJumpMaxForceVelocity|Float| | |HoldJumpMaxForceVelocity|Float| How fast the character controller's velocity can be at max after being affected by this component when the user is holding [[Controls|Jump]] | ||
|PreseveDirectionAcrossPlane|Bool| | |PreseveDirectionAcrossPlane|Bool| Calculates a plane that is perpendicular to the vector <code>Force</code> (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 <code>RadialForceRadius</code>. This | |IgnoreParentUser|Bool| Whether to ignore the active user when finding character controllers within range of <code>RadialForceRadius</code>. This does not ignore character controllers that are simulated by the user. | ||
|NoJumpMultiplier|Float| | |NoJumpMultiplier|Float| How much to multiply the effect of <code>Force</code> when the user isn't holding [[Controls|Jump]] | ||
|HoldJumpMultiplier|Float| | |HoldJumpMultiplier|Float| How much to multiply the effect of <code>Force</code> when the user is holding [[Controls|Jump]] | ||
|MaxCharacterVelocity|Float| The maximum velocity this component can set a character controller's speed to after setting a force on it. | |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. | |MinCharacterVelocity|Float| The minimum velocity this component can set a character controller's speed to after setting a force on it. | ||
|CharacterVelocityDampeningSpeed|Float| | |CharacterVelocityDampeningSpeed|Float| How fast to slow the user down. this can be used to give the effect of jumping into molasses. | ||
}} | }} | ||
== Behavior == | == Behavior == | ||
Needs a collider on the same hierarchy to allow triggering this component. | |||
== Examples == | == Examples == | ||
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[[Category:Components{{#translation:}}|Character Force Field]] | [[Category:Components{{#translation:}}|Character Force Field]] | ||
[[Category:Components With Nested Enums{{#translation:}}|Character Force Field]] | [[Category:Components With Nested Enums{{#translation:}}|Character Force Field]] | ||
Latest revision as of 17:40, 19 October 2024
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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. |
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
|
Mode | Whether to use impulse, apply, or set velocity using Force
|
ForceSpace
|
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.