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CharacterControllerData

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Defined in: physics/CharacterController.ts:41

floorMaxAngle: number

Defined in: physics/CharacterController.ts:47

Max walkable slope, measured from up (radians). Steeper = wall.


floorNormal: Vec2

Defined in: physics/CharacterController.ts:66

Output: normal of the last floor touched (zero when airborne).


isOnCeiling: boolean

Defined in: physics/CharacterController.ts:64

Output: touched a surface classified as ceiling this move.


isOnFloor: boolean

Defined in: physics/CharacterController.ts:60

Output: touched a surface classified as floor this move.


isOnWall: boolean

Defined in: physics/CharacterController.ts:62

Output: touched a surface classified as wall this move.


maskBits: number

Defined in: physics/CharacterController.ts:57

Collision layers that block the character.


maxSlides: number

Defined in: physics/CharacterController.ts:49

Slide iterations per move (corners need more than one).


realVelocity: Vec2

Defined in: physics/CharacterController.ts:68

Output: actual displacement / dt after collisions (pixels/second).


skinWidth: number

Defined in: physics/CharacterController.ts:51

Gap kept from surfaces (pixels) so the body doesn’t stick/jitter.


slideOnCeiling: boolean

Defined in: physics/CharacterController.ts:55

When false, a ceiling hit stops the remaining move instead of sliding along it.


snapLength: number

Defined in: physics/CharacterController.ts:53

Down-probe length (pixels) to stay glued to floors on slopes/stairs; 0 = off.


up: Vec2

Defined in: physics/CharacterController.ts:45

Up direction for floor/ceiling classification (opposes gravity).


velocity: Vec2

Defined in: physics/CharacterController.ts:43

Desired velocity in world pixels/second; set it from gameplay each step.