Fields

DebugFootsteps Draw debug overlay on footsteps

Properties

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

Methods

BodyBox
CreateBodyRenderer
CreateRagdoll
Jump
OnJumped
PlayFootstepSound
PreventGrounding
StartPressing
StopPressing Stop pressing. Pressed will become null.
TraceBody
UpdateAnimation
UpdateDucking
UpdateLookAt Called in Update when Using is enabled
people
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