|SimulatingUser|User| The user who is currently simulating and networking this Character Controller.
|CharacterRoot|Slot| {{stub}}
|CharacterRoot|Slot| {{stub}}
|HeadReference|Slot| {{stub}}
|HeadReference|Slot| What the Simulation uses for the capsule height (TODO: is this correct?)
|RootAtBottom|Bool| {{stub}}
|RootAtBottom|Bool| {{stub}}
|MassScaling|ScalingMode| {{stub}}
|MassScaling|ScalingMode| {{stub}}
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|Mass|Float| {{stub}}
|Mass|Float| {{stub}}
|Damping|Float| {{stub}}
|Damping|Float| {{stub}}
|Height|Float| {{stub}}
|Height|Float| Height of the driven [[CapsuleCollider (Component)]]
|Radius|Float| {{stub}}
|Radius|Float| Radius of the driven [[CapsuleCollider (Component)]]
|Margin|Float| {{stub}}
|Margin|Float| {{stub}}
|Speed|Float| {{stub}}
|Speed|Float| {{stub}}
|SlidingSpeed|Float| {{stub}}
|SlidingSpeed|Float| {{stub}}
|AirSpeed|Float| {{stub}}
|AirSpeed|Float| {{stub}}
|TractionForce|Float| {{stub}}
|TractionForce|Float| How much force is needed to overcome standing friction.
|SlidingForce|Float| {{stub}}
|SlidingForce|Float| How much friction force is applied while the CharacterController is moving.
|AirForce|Float| {{stub}}
|AirForce|Float| {{stub}}
|MaximumGlueForce|Float| {{stub}}
|MaximumGlueForce|Float| {{stub}}
|MaximumTractionSlope|Float| {{stub}}
|MaximumTractionSlope|Float| Maximum Traction value before user slides down a slope. {{Stub}}
|MaximumSupportSlope|Float| {{stub}}
|MaximumSupportSlope|Float| Maximum Support value before user slides down a slope. {{Stub}}
|JumpSpeed|Float| {{stub}}
|JumpSpeed|Float| {{stub}}
|SlidingJumpSpeed|Float| {{stub}}
|SlidingJumpSpeed|Float| {{stub}}
|Gravity|Float3| {{stub}}
|Gravity|Float3| Force of Gravity for this character controller
|LocalSpace|Slot|
|LocalSpace|Slot| This determines if gravity is a local or global direction. Turning this off makes you fall down relative to the [[Root]] rather than what you're parented under.
|UseParentSpace|Bool| {{stub}}
|UseParentSpace|Bool| This determines if gravity is a local or the slot above what you're parented under.
|OverrideRootSpace|RootSpace| {{stub}}
|OverrideRootSpace|RootSpace| {{stub}}
|CollideWithOtherCharacters|Bool| {{stub}}
|CollideWithOtherCharacters|Bool| {{stub}}
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== Usage ==
== Usage ==
This component is usually used internally by Resonite to simulate user movement physics like walking and climbing.
But the node can also be manipulated to create "Fake Players" commonly known by Resonite users as "NPC's". Before doing this, know that the physics simulation is always inconsistent when viewed by different players in the same session. It also causes high amounts of networking and FPS lag. Use too many and you may start rising in [[Queued Packets]]. The character controller can also be used as a ball, but for things that fly or bounce, using a [[Trajectory (ProtoFlux)| Trajectory]] ProtoFlux node is vastly superior.
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Revision as of 01:39, 15 January 2024
This article or section is a stub. You can help the Resonite wiki by expanding it.
Component image
Character Controller component as seen in the Scene Inspector
This determines if gravity is a local or global direction. Turning this off makes you fall down relative to the Root rather than what you're parented under.
This article or section is a stub. You can help the Resonite wiki by expanding it.
Usage
This component is usually used internally by Resonite to simulate user movement physics like walking and climbing.
But the node can also be manipulated to create "Fake Players" commonly known by Resonite users as "NPC's". Before doing this, know that the physics simulation is always inconsistent when viewed by different players in the same session. It also causes high amounts of networking and FPS lag. Use too many and you may start rising in Queued Packets. The character controller can also be used as a ball, but for things that fly or bounce, using a Trajectory ProtoFlux node is vastly superior.
This article or section is a stub. You can help the Resonite wiki by expanding it.
Examples
This article or section is a stub. You can help the Resonite wiki by expanding it.