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.
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 | get set | 
Air control coefficient 0..1, 1 - special value (total control of movement)
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 | get set | 
Defines how fast velocity is damped when the entity is flying
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 | get set | 
Entity types to check collisions against
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 | get set | 
Gravity vector. Direction specifies the direction of the gravity and magnitude the strength of the gravity.
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 | get set | 
Forcefully turns on inertia for that duration after receiving an impulse.
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 | get set | 
Inertia on acceleration
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 | get set | 
Inertia coefficient. The higher it is, the less inertia there is; 0 means no inertia
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 | get set | 
Whether entity is swimming (is not bound to ground plane)
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 | get set | 
Ignore collisions with this living entity (doesn't work with other entity types)
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 | get set | 
Mass in Kilograms
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 | get set | 
Player cannot climb surfaces which slope is steeper than this angle. Angle is in radians.
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 | get set | 
Player cannot stand on surfaces that are moving faster than this.
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 | get set | 
Player is not allowed to jump towards ground if this angle is exceeded. Angle is in radians.
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 | get set | 
Player starts falling when slope is steeper than this. Angle is in radians.
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 | get set | 
If surface slope is more than this angle, player starts sliding. Angle is in radians.
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 | get set | 
Vertical camera shake speed after landings
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 | 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.
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 | get set | 
Requests that the player rolls back to that time and re-executes pending actions during the next step
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 | get set | 
Surface identifier for collisions