AirController

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Summary

Properties

Properties inherited from ControllerBase

Properties

BalanceMaxTorque

read parallel

The maximum torque the character can use to remain balanced upright. When misaligned, this amount of torque is applied to reach the BalanceSpeed and realign the character. A higher torque means more force is required to cause the character to tilt. A lower torque means it's easer for the character to flip in the air. This property is hidden and has no effect when ControllerBase.BalanceRigidityEnabled is true.

BalanceSpeed

read parallel

The maximum angular speed used to align the character upright. A lower value means it takes longer for the character to recover to the upright position when misaligned. A higher value results in a quicker recovery.

LinearImpulse

hidden
not replicated
read parallel

MaintainAngularMomentum

read parallel

Determines whether angular momentum is preserved when input has stopped. If false, the character will apply TurningMaxTorque to bring the angular velocity toward 0 when there is no input.

MaintainLinearMomentum

read parallel

Determines whether linear momentum is preserved when input has stopped. If false, the character will apply MoveMaxForce to bring the linear velocity towards 0 when there is no input.

MoveMaxForce

read parallel

The maximum force that can be applied on the ControllerManager.RootPart for moving in the ControllerManager.MovingDirection. This affects how quickly different target linear velocities are reached and how quick the linear acceleration is if MaintainLinearMomentum is off.

TurnMaxTorque

read parallel

The maximum torque that can be applied on the ControllerManager.RootPart for turning towards the ControllerManager.FacingDirection. This effects how quickly different target angular velocities are reached and how quick angular deceleration is if MaintainAngularMomentum is off.

TurnSpeedFactor

read parallel

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 ControllerManager.FacingDirection.

Methods

Events