build Constructors 1

data_object Properties 72

AccelerationTime
float
Amount of seconds it takes to get from your current speed to your requuested speed, if higher
AimStrengthBody
float
How strongly to turn in the eye direction with our body
AimStrengthEyes
float
How strongly to look in the eye direction with our eyes
AimStrengthHead
float
How strongly to turn in the eye direction with our head
AirFriction
float
How much friction to add when we're in the air. This will slow you down unless you have a wish velocity.
AltMoveButton
string
The button that the player will press to use to run
Body
Rigidbody
BodyCollider
CapsuleCollider
BodyCollisionTags
TagSet
BodyHeight
float
BodyMass
float
BodyRadius
float
BrakePower
float
We will apply extra friction when we're on the ground and our desired velocity is lower than our current velocity, so we will slow down.
CameraOffset
Vector3
ColliderObject
GameObject
CurrentHeight
float
Gets the current character height from Sandbox.PlayerController.BodyHeight when standing, otherwise uses Sandbox.PlayerController.DuckedHeight when ducking.
DeaccelerationTime
float
Amount of seconds it takes to get from your current speed to your requuested speed, if lower
DuckedHeight
float
DuckedSpeed
float
EnableFootstepSounds
bool
EnablePressing
bool
Allows to player to interact with things by "use"ing them. Usually by pressing the "use" button.
EyeAngles
Angles
The direction we're looking in input space.
EyeDistanceFromTop
float
EyePosition
Vector3
The player's eye position, in first person mode
EyeTransform
Transform
The player's eye transform, in first person mode
FeetCollider
BoxCollider
FootstepMixer
MixerHandle
FootstepVolume
float
GroundComponent
Component
The collider component we're standing on. Null if we're standing nothing
GroundFriction
float
The friction property of the ground we're standing on.
GroundIsDynamic
bool
Are we standing on a surface that is physically dynamic
GroundObject
GameObject
The object we're standing on. Null if we're standing on nothing.
GroundSurface
Surface
If we're stnding on a surface this is it
GroundVelocity
Vector3
The velocity that the ground underneath us is moving
Headroom
float
The distance from the top of the head to the closest ceiling.
HideBodyInFirstPerson
bool
Hovered
Component
The object we're currently looking at
IsAirborne
bool
Not touching the ground, and not swimming or climbing
IsClimbing
bool
Set to true when entering a climbing Sandbox.Movement.MoveMode.
IsDucking
bool
True if this player is ducking
IsOnGround
bool
IsSwimming
bool
Set to true when entering a swimming Sandbox.Movement.MoveMode.
JumpSpeed
float
LookSensitivity
float
Allows modifying the eye angle sensitivity. Note that player preference sensitivity is already automatically applied, this is just extra.
Mode
MoveMode
PitchClamp
float
Pressed
Component
The object we're currently using by holding down USE
ReachLength
float
How far from the eye can the player reach to use things
Renderer
SkinnedModelRenderer
The body will usually be a child object with SkinnedModelRenderer
RotateWithGround
bool
RotationAngleLimit
float
RotationSpeed
float
RunByDefault
bool
If true then the player will run by default, and holding AltMoveButton will switch to walk
RunSpeed
float
ShowColliderComponents
bool
ShowCreateBodyRenderer
bool
If true we'll show the "create body" button
ShowRigidbodyComponent
bool
StepDebug
bool
Enable debug overlays for this character
ThirdPerson
bool
TimeSinceGrounded
TimeSince
Amount of time since this character was last on the ground
TimeSinceUngrounded
TimeSince
Amount of time since this character was last not on the ground
ToggleCameraModeButton
string
Tooltips
List`1
The tooltip of the currently hovered Pressable object
UseAnimatorControls
bool
UseButton
string
The button that the player will press to use things
UseCameraControls
bool
UseFovFromPreferences
bool
UseInputControls
bool
UseLookControls
bool
When true we'll move the camera around using the mouse
Velocity
Vector3
Our actual physical velocity minus our ground velocity
WalkSpeed
float
WishVelocity
Vector3

Inheritance

trophy 0
Apr 2026 1 post
bolo one month ago edited one month ago
trophy 115
Mar 2026 4 posts
I wish this wasn't a sealed class. Inside it, lots of values are hard-coded (like the check for jumping). I wanted to get a simple CanJump() method but hit a brick wall. 
trophy 1625
Jul 2023 3 posts
I wanted to apply impulse to Rigidbody on a Player Controller. I was tweaking and about to do 10 backflips. So if you ever get in that situation remember about PreventGrounding()   and apply shitton of force on that sausage, boy is heavy.
people
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