GroundController
Sommario
Proprietà
Estimated time taken to reach the desired speed.
The maximum torque used to keep the ControllerManager.RootPart aligned upright.
The maximum angular speed used to align the ControllerManager.RootPart upright.
Estimated time taken to reach a complete stop from full speed.
The coefficient of friction of the character on the ground.
Amount the character's friction is weighed against the ground friction.
The target distance above the ground to keep the ControllerManager.RootPart at.
The value multiplied by the ControllerManager.BaseTurnSpeed.
The value multiplied by the ControllerManager.BaseMoveSpeed.
Metodi
Proprietà
AccelerationLean
AccelerationTime
Estimated time (in seconds) taken to reach the desired speed after walking input begins. The character will accelerate linearly at the computed rate, impacted by friction, so a given time may be less accurate with lower friction.
BalanceMaxTorque
The maximum torque used to keep the ControllerManager.RootPart aligned upright. When misaligned, this amount of torque is applied to reach the BalanceSpeed and realign the root part. A higher torque means more force is required to cause the root part to tilt. A lower torque means it's easer for the root part to get knocked over when running into things. This property is hidden and has no effect when ControllerBase.BalanceRigidityEnabled is true.
BalanceSpeed
The maximum angular speed used to align the ControllerManager.RootPart upright. A lower value means it takes longer for the root part to recover to the upright position when misaligned. A higher value results in a quicker recovery.
DecelerationTime
Estimated time (in seconds) taken to reach a complete stop from full speed after walking input ends. The character will decelerate linearly at the computed rate, impacted by friction, so a given time may be less accurate with lower friction.
Friction
The coefficient of friction for the character at the point between it and the ground. Determines how much force is available for locomotion or to keep the character stationary on slopes.
FrictionWeight
Amount the character's friction is weighed against the ground friction, equal in behavior to the FrictionWeight data type of BasePart.CustomPhysicalProperties. Higher values mean more of a part's Friction will be used.
GroundOffset
The target distance above the Class.ControllerManager.GroundSensor.HitPosition to keep the ControllerManager.RootPart at. If the root part is below this offset from the ground, a force is applied to raise up to this height. If it's above, nothing happens.
StandForce
StandSpeed
TurnSpeedFactor
The value multiplied by the ControllerManager.BaseTurnSpeed to determine the final target angular velocity while this controller is active. The angular velocity is applied when turning towards the Class.ControllerManager.FacingDirection.