Inherits CryEngine.BasePhysicsParameters< pe_player_dynamics >.
Properties | |
| float | InertiaCoefficient [get, set] |
| Inertia coefficient. The higher it is, the less inertia there is; 0 means no inertia More... | |
| float | InertiaAcceleration [get, set] |
| Inertia on acceleration More... | |
| float | AirControlCoefficient [get, set] |
| Air control coefficient 0..1, 1 - special value (total control of movement) More... | |
| float | AirResistance [get, set] |
| Defines how fast velocity is damped when the entity is flying More... | |
| Vector3 | Gravity [get, set] |
| Gravity vector. Direction specifies the direction of the gravity and magnitude the strength of the gravity. More... | |
| float | NodSpeed [get, set] |
| Vertical camera shake speed after landings More... | |
| bool | IsSwimming [get, set] |
| Whether entity is swimming (is not bound to ground plane) More... | |
| float | Mass [get, set] |
| Mass in Kilograms More... | |
| int | SurfaceIdx [get, set] |
| Surface identifier for collisions More... | |
| float | MinSlideAngle [get, set] |
| If surface slope is more than this angle, player starts sliding. Angle is in radians. More... | |
| float | MaxClimbAngle [get, set] |
| Player cannot climb surfaces which slope is steeper than this angle. Angle is in radians. More... | |
| float | MaxJumpAngle [get, set] |
| Player is not allowed to jump towards ground if this angle is exceeded. Angle is in radians. More... | |
| float | MinFallAngle [get, set] |
| Player starts falling when slope is steeper than this. Angle is in radians. More... | |
| float | MaxGroundVelocity [get, set] |
| Player cannot stand on surfaces that are moving faster than this. More... | |
| float | ImpulseRecoveryTime [get, set] |
| Forcefully turns on inertia for that duration after receiving an impulse. More... | |
| entity_query_flags | ColliderTypes [get, set] |
| Entity types to check collisions against More... | |
| PhysicsEntity | LivingEntityToIgnore [get, set] |
| Ignore collisions with this living entity (doesn't work with other entity types) More... | |
| bool | Active [get, set] |
| False disables all simulation for the character, apart from moving along the requested velocity. More... | |
| int | RequestedTime [get, set] |
| Requests that the player rolls back to that time and re-executes pending actions during the next step More... | |
| bool | ReleaseGroundColliderWhenNotActive [get, set] |
| when not false, if the living entity is not active, the ground collider, if any, will be explicitly released during the simulation step. More... | |
|
get set |
False disables all simulation for the character, apart from moving along the requested velocity.
|
get set |
Air control coefficient 0..1, 1 - special value (total control of movement)
|
get set |
Defines how fast velocity is damped when the entity is flying
|
get set |
Entity types to check collisions against
|
get set |
Gravity vector. Direction specifies the direction of the gravity and magnitude the strength of the gravity.
|
get set |
Forcefully turns on inertia for that duration after receiving an impulse.
|
get set |
Inertia on acceleration
|
get set |
Inertia coefficient. The higher it is, the less inertia there is; 0 means no inertia
|
get set |
Whether entity is swimming (is not bound to ground plane)
|
get set |
Ignore collisions with this living entity (doesn't work with other entity types)
|
get set |
Mass in Kilograms
|
get set |
Player cannot climb surfaces which slope is steeper than this angle. Angle is in radians.
|
get set |
Player cannot stand on surfaces that are moving faster than this.
|
get set |
Player is not allowed to jump towards ground if this angle is exceeded. Angle is in radians.
|
get set |
Player starts falling when slope is steeper than this. Angle is in radians.
|
get set |
If surface slope is more than this angle, player starts sliding. Angle is in radians.
|
get set |
Vertical camera shake speed after landings
|
get set |
when not false, if the living entity is not active, the ground collider, if any, will be explicitly released during the simulation step.
|
get set |
Requests that the player rolls back to that time and re-executes pending actions during the next step
|
get set |
Surface identifier for collisions