add info |
I think I got parent space right, hopefully someone gives a better explaination |
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|Filters|{{RootFieldType|SyncList`1|[[#AlignmentFilter|AlignmentFilter]]}}|TypeAdv3=true| What directions a user must be aligned to relative to the slot this component is on for them to get parented. | |Filters|{{RootFieldType|SyncList`1|[[#AlignmentFilter|AlignmentFilter]]}}|TypeAdv3=true| What directions a user must be aligned to relative to the slot this component is on for them to get parented. | ||
|IgnoreParentUser|Bool| Ignore the active user of this component when attempting to parent a user. | |IgnoreParentUser|Bool| Ignore the active user of this component when attempting to parent a user. | ||
|ParentSpace|{{RootFieldType|RootSpace}}|TypeAdv5=true| The space that | |ParentSpace|{{RootFieldType|RootSpace}}|TypeAdv5=true| The coordinate space that calculations should be done in. | ||
}} | }} | ||
Latest revision as of 17:50, 23 October 2024
Component image
Character Parenters are a component that allow for parenting or aligning the gravity of a user when they hit a collider.
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 that are part of this component's slot hierarchy to activate parenting. |
NestIntoSpace
|
Bool | Parent the user into the slot ParentSpace or not.
|
MustBeOnGround
|
Bool | The user must be on the ground according to the character controller before they will be aligned/parented. |
Filters
|
list of AlignmentFilter | What directions a user must be aligned to relative to the slot this component is on for them to get parented. |
IgnoreParentUser
|
Bool | Ignore the active user of this component when attempting to parent a user. |
ParentSpace
|
direct RootSpace | The coordinate space that calculations should be done in. |
Behavior
Examples
This component is used in many different zones where keeping a user moving with something is essential. Objects like this include: platforms, elevators, mech control rooms, parkour platforms, spaceships, and the list can go on.