DebugFootsteps | Draw debug overlay on footsteps |
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 |
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 |