Component:CharacterController

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Component image 
Character Controller component as seen in the Scene Inspector


Description

The Character Controller component is used for user movement and simulating physics, and has many settings and values that can alter the way on how a user can control either their self or another slot (For example: Vehicles). These Settings allow you to control the mass, speed, force, etc.

When getting the character controller of a user, avoid using the character controller under the user root slot. Instead use the node Find Character Controller From User.

Keep in mind that the character controller under the user root slot is currently useless (as in, not used besides it needing to be there) at this time. And removing it just recreates it back on the user root slot.

For this component, when using some features, you may need to either write/drive the field SimulatingUser. This will activate the character controller on the slot and make it start simulating. Doing this also lets you use some nodes such as Is Character Controller and Is Character On Ground, and without a simulating user, the values from some nodes would not be updated.

Fields

Fields
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.
SimulatingUser User The user who is currently simulating and networking this Character Controller.
CharacterRoot Slot The slot to simulate
HeadReference Slot What the Simulation uses for the capsule height
SimulateRotation Bool Allow the object simulated by this object to rotate, essentially making it a rigid body. See warning.
MassScaling PhysicsScalingMode How to scale the mass based on this component's slot scale.
ForceScaling PhysicsScalingMode How to scale the force based on this component's slot scale.
SpeedScaling PhysicsScalingMode How to scale the speed based on this component's slot scale.
JumpScaling PhysicsScalingMode How to scale the jump force based on this component's slot scale.
GravityScaling PhysicsScalingMode How to scale the gravity effect based on this component's slot scale.
LinearDamping Float how fast the character controller slows down when no other forces are being applied to it
AngularDamping Float how fast thus character slows down its rotation when no other forces are being applied to it.
Margin Float Unused.
StepUpHeight Float How big of a ledge the character controller can step up
StepUpCheckDistance Float determines the distance the shape is swept in the movement direction to determine if it's free of other obstacles
KillVerticalVelocityAfterStepUp Bool will convert any vertical velocity into directional one in the current planar direction of the movement and push the player back down, preventing the player from getting too much air when running off a ramp or stairs.
EdgeDetectionDepth Float the smallest size an edge can be that the character can stand on while against a wall
Speed Float How fast this character controller can move.
SlidingSpeed Float how fast the character controller moves when sliding down a slope
AirSpeed Float how fast the character moves in the air
TractionForce Float How much force is needed to overcome standing friction.
SlidingForce Float How much force is needed to stay moving
AirForce Float the force needed to move in the air
MaximumGlueForce Float Reduces the velocity of breaking contact from a surface vertically be under this speed. This is useful for simulating sticky surfaces, where the user cannot jump as high.
MaximumTractionSlope Float Maximum Traction angle (degrees) before user slides down a slope, even if they are actively trying to walk up it.
MaximumSupportSlope Float Maximum Support angle (degrees) before user slides down a slope, when not working against the slope.
JumpSpeed Float The speed of the velocity applied when jumping on a slope with an angle less than or equal to MaximumTractionSlope.
SlidingJumpSpeed Float The speed of the velocity applied when jumping on a slope with an angle greater than MaximuSupportSlope.
Gravity Float3 Force of Gravity for this character controller
GravitySpace direct RootSpace The coordinate space in which Gravity is applied in. applying gravity to world space using this field, can allow a user to stay upright despite a floor they're parented under is being rotated. which generates interesting effects.
DebugVisualDuration Nullable`1<Float> Allows for the component to visualize the force vectors acting on the character simulator if set above 0.
__height Float Height of the driven CapsuleCollider (Component) Currently does nothing.
__radius Float Radius of the driven CapsuleCollider (Component) Currently does nothing.
__mass Float Mass of the of the driven CapsuleCollider (Component) Currently does nothing.
__collideWithOtherCharacters Bool Currently does nothing.
__ignoreRaycasts Bool Currently does nothing.
__rootAtBottom Bool Currently does nothing.

Usage

This component is usually used internally by Resonite to simulate user movement physics like walking and climbing.

But the component 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 Position ProtoFlux node is vastly superior.

This component is also used in certain types of vehicles and making them controllable by the user. This is done by having a vehicle you want to make controllable, then making an anchor for the user to sit in, then setting up this component to make that user become the simulating user, thus making their controls change in such a way where they are controlling a vehicle they are sitting on.

This component can use mesh, Convex mesh, and other colliders in addition to the capsule collider.

Examples

A Shrike NPC running around the cloud home:

A 4 foot tall Avali NPC with the likeness of a user named Shrike, running in the Resonite Default Cloud Home. It is set to Nighttime and the NPC is near the Reading Nook running towards it.

Protoflux Notes

Using Character Controller User will give you the Simulating User of this Character Controller Component.

Using Get User From Component will give you the Owner User of this Character Controller Component.

Using Allocating User will give you the User that spawned out a slot that has this Character Controller Component.