character
The player's character while the game plays: WASD moves, the mouse looks, Space jumps, Shift sprints. Tag it "player" so triggers notice it.
In scene text
character { view "…" speed 1 sprint_speed 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 27
| Field | Type | Unit / range | What it does |
|---|---|---|---|
view | text | — | "first_person" (camera at the eyes), "third_person" (camera behind and above) or "side_scroll" (a 2.5D platformer: a side-on camera, moving on the plane it starts on, +x right). |
speed | number | m/s, 0 … 50 | Walking speed (people walk about 1.4, jog 3, run 6). |
sprint_speed | number | m/s, 0 … 80 | Speed while holding Shift. |
run_speed | number | m/s, 0 … 60 | A run between walk and sprint: the stick walks up to speed by half tilt and runs to this at full tilt (0: none, full tilt is speed). People jog about 3-4. |
jump_speed | number | m/s, 0 … 30 | Take-off speed; 5 jumps about 1.3 m. |
height | number | m, 0.3 … 10 | Standing height. |
radius | number | m, 0.05 … 3 | How wide it is (half its width). |
eye_height | number | m, 0.1 … 10 | First-person camera height above the feet. |
step_height | number | m, 0 … 2 | Tallest ledge it walks up without jumping. |
air_jumps | number | 0 … 5 | Extra jumps in mid-air (1: double jump). |
jump_cut | number | 0 … 1 | Share of rising speed kept when jump is let go early (0.4: tap to hop, hold for full height; 1: off). |
gravity_scale | number | 0.1 … 6 | Gravity multiplier (platformer heroes feel right at 2 to 3). |
fall_gravity | number | 0.5 … 4 | Extra gravity while falling: rise soft, land firm (1.5 to 2 for platformers). |
face_movement | true / false | — | Third person: turn the body toward where it runs, not where the camera looks. |
squash | number | 0 … 1 | Cartoon squash and stretch on jumps and landings (0 none, 0.5 bouncy, 1 rubbery). |
glide_speed | number | m/s, 0 … 40 | A glider: jump again in mid-air to open it (again to close it); it sails at this speed, keeping its heading. 0: none. |
glide_sink | number | m/s, 0.2 … 10 | How fast the glider sinks. |
climb_speed | number | m/s, 0 … 10 | Climbing: push forward into anything too steep to walk to grab on, then climb it (jump leaps off; the top pulls up and over). 0: can't climb. |
ladder_speed | number | m/s, 0 … 10 | Climbing speed on ladders (objects tagged traverse:ladder: walk into one's front to get on, forward/back climbs, the top and bottom step off, jump lets go). 0: 2 m/s. |
ledge_grab | true / false | — | Ledges: jumping or falling past a top edge within reach while pushing toward it, the hands catch it; hang, shimmy left/right, forward or jump pulls up onto the top, back or crouch lets go. Tag an object traverse:no_ledge to keep hands off it. |
wall_run_time | number | s, 0 … 5 | Wall running: jump along a wall at its side while running fast with forward held, and the body runs along it (gravity at a quarter) for up to this long; jump kicks off it. 0: off. Tag an object traverse:no_wallrun to keep runs off it. |
grapple_range | number | m, 0 … 200 | Grapple hook: the grapple action (Q) hooks the point aimed at within this range (objects tagged traverse:grapple, or anything with grapple_any); the rope swings the body under it; jump or Q again lets go with the swing's momentum. 0: none. |
grapple_pull | number | m/s, 0 … 40 | How fast the grapple reels in (0: it only swings). |
grapple_any | true / false | — | The grapple hooks any surface, not only traverse:grapple points. |
zip_speed | number | m/s, 0 … 40 | Ziplines (objects tagged traverse:zipline, a cable from its high end to its low end): jump to the cable to catch it and ride down; jump lets go. The ride's top speed; 0: 8 m/s. |
cover | true / false | — | Player cover: the cover button (V, or a game's "cover" action) against a wall puts the body's back to it (curled down behind low cover); left/right slide along it to its ends; aiming peeks over it, or leans round the corner at its end; the button again, jump or pushing away leaves. |
crawl | true / false | — | Crouched at a gap too low to crouch through, go down on the belly and crawl it (a third of the walk), back up where there's room. Off: the crouch stops at the gap. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us