|TriggersOnly|Bool| Whether to only allow trigger colliders attached to character controller objects to activate the force field.
|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.
|Force|Float3|force direction and magnitude to apply a character controller within range with.
|ForceMode|'''[[#Mode|Mode]]'''|TypeAdv2=true| Whether to use impulse, apply, or set velocity using <code>Force</code>
|ForceMode|'''[[#Mode|CharacterForceField.Mode]]'''|TypeAdv2=true| Whether to use impulse, apply, or set velocity using <code>Force</code>
|ForceSpace|'''[[#Space|Space]]'''|TypeAdv3=true| Whether to do the force direction in local or global space (so should <code>Force</code> be scaled and rotated by the slot this is on or not?)
|ForceSpace|'''[[#Space|CharacterForceField.Space]]'''|TypeAdv3=true| Whether to do the force direction in local or global space (so should <code>Force</code> be scaled and rotated by the slot this is on or not?)
|RadialForceRadius|Float| The range of effect this force field has.
|RadialForceRadius|Float| The range of effect this force field has.
|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.
Latest revision as of 06:01, 17 March 2025
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.
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.
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.