15 results for "character" in property
Amount of lateral movement control available while falling, from 0 (no control) to 1 (full control at MaxWalkSpeed).
Multiplier applied to AirControl while falling when lateral speed is below AirControlBoostVelocityThreshold, giving extra control at low speed.
Lateral speed threshold below which AirControl is multiplied by AirControlBoostMultiplier.
Radius around the character used by the RVO avoidance system to decide which nearby agents to consider when steering around them.
Group mask identifying which avoidance group this character belongs to, used together with GroupsToAvoid and GroupsToIgnore to filter RVO neighbors.
Unique identifier assigned by the avoidance manager when this component registers for RVO avoidance.
Relative priority this character gives its own path versus yielding to other agents in RVO avoidance calculations.
Lateral deceleration applied while falling and not applying acceleration.
Constant deceleration applied while flying and not applying acceleration, used to bring the character to a stop.
Deceleration applied while swimming when the character has no acceleration input, in centimetres per second squared.
Constant deceleration applied while walking when there is no input acceleration, used to bring the character to a stop.
Friction coefficient used specifically for braking (stopping), separate from the friction used during normal movement.
Multiplier applied to whatever friction value is currently in effect when the character is braking (no input, or over max speed).
Time slice used when substepping the braking friction calculation.
Ratio controlling how much a character floats while swimming.