GroundController

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Sommario

Proprietà

Proprietà inherited from ControllerBase

Proprietà

AccelerationLean

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AccelerationTime

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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

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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

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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

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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

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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

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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

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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

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StandSpeed

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TurnSpeedFactor

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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.

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