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

FieldTypeUnit / rangeWhat it does
viewtext—"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).
speednumberm/s, 0 … 50Walking speed (people walk about 1.4, jog 3, run 6).
sprint_speednumberm/s, 0 … 80Speed while holding Shift.
run_speednumberm/s, 0 … 60A 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_speednumberm/s, 0 … 30Take-off speed; 5 jumps about 1.3 m.
heightnumberm, 0.3 … 10Standing height.
radiusnumberm, 0.05 … 3How wide it is (half its width).
eye_heightnumberm, 0.1 … 10First-person camera height above the feet.
step_heightnumberm, 0 … 2Tallest ledge it walks up without jumping.
air_jumpsnumber0 … 5Extra jumps in mid-air (1: double jump).
jump_cutnumber0 … 1Share of rising speed kept when jump is let go early (0.4: tap to hop, hold for full height; 1: off).
gravity_scalenumber0.1 … 6Gravity multiplier (platformer heroes feel right at 2 to 3).
fall_gravitynumber0.5 … 4Extra gravity while falling: rise soft, land firm (1.5 to 2 for platformers).
face_movementtrue / false—Third person: turn the body toward where it runs, not where the camera looks.
squashnumber0 … 1Cartoon squash and stretch on jumps and landings (0 none, 0.5 bouncy, 1 rubbery).
glide_speednumberm/s, 0 … 40A glider: jump again in mid-air to open it (again to close it); it sails at this speed, keeping its heading. 0: none.
glide_sinknumberm/s, 0.2 … 10How fast the glider sinks.
climb_speednumberm/s, 0 … 10Climbing: 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_speednumberm/s, 0 … 10Climbing 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_grabtrue / 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_timenumbers, 0 … 5Wall 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_rangenumberm, 0 … 200Grapple 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_pullnumberm/s, 0 … 40How fast the grapple reels in (0: it only swings).
grapple_anytrue / false—The grapple hooks any surface, not only traverse:grapple points.
zip_speednumberm/s, 0 … 40Ziplines (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.
covertrue / 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.
crawltrue / 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
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