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Airship
  • Getting Started
    • Welcome to Airship
    • Installing Airship
  • TypeScript
    • Overview
    • AirshipBehaviour
      • Adding Inspector Properties
      • AirshipSingleton
      • Using Component Decorators
      • Accessing Other Components
  • Publishing
    • Publish Game
    • Developer Console
  • Networking
    • Multiplayer
    • Local Server Mode
    • Network Signals
    • Network Functions
    • Network Identity
    • Network Transform
  • Input
    • User Input
      • Actions
      • Keyboard
      • Mouse
    • Proximity Prompts
  • Core Package
    • What is the Core Package?
    • Chat Commands
    • Inventory
    • Spawning Characters
    • Enable / Disable Core Features
  • Physics
    • Physics Settings
    • Physics Layers
  • Platform Services
    • Data Store
      • Locking
    • Cache Store
    • Leaderboards
    • Platform Inventory
    • Server Management
    • Server List
    • Server Transfers
    • Users
    • Parties
    • Matchmaking
    • External Services
  • CHARACTERS
    • Quick Configuration
    • Character Movement System
      • Character Movement Data
      • Character Movement Events
    • Character Camera
      • First Person Camera
      • Simple Usage
      • Camera Structure
      • Default Camera Modes
      • Disabling the Camera System
    • Character Animations
      • Character Blender Animations
      • Character Ragdoll
  • Accessories
    • Accessories Intro
    • Creating Accessories
    • Using Accessories
  • ANIMATIONS
    • Animation Events
  • Optimization
    • Live Game Profiler
    • Reducing Bundle Size
  • Game Settings
    • Game Visibility
  • Other
    • Project Status
    • FAQ
    • DataType Math
    • JS to Luau
    • Tags
    • Terrain
    • AirshipNetworkBehaviour
      • Lifecycle Events
      • ServerRpc
      • ObserversRpc
      • TargetRpc
    • VoxelWorld
      • Voxel World Getting Started
      • Voxel World Tips
      • Prefab Voxels
      • QuarterBlocks
    • Easy Helper Utils
      • Easy Motion
      • Easy Grid Align
      • Easy Look At
      • Easy Shake
      • Easy Destroy
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On this page
  • Size
  • Movement
  • Crouching
  • Jump
  • Flying
  • Gravity
  • Gravity
  • Physics
  • Step Ups
  1. CHARACTERS
  2. Character Movement System

Character Movement Data

Details on the exposed variables on CharacterMovementData

PreviousCharacter Movement SystemNextCharacter Movement Events

Last updated 9 months ago

Size

Control the Box Collider of the character

Height - controls the height of the bounding box

Radius - is the width and depth of the bounding box.

Movement

core variables for moving the character

Use Acceleration Movement - Toggle between Instant Motion and Acceleration Motion. Instant Motion drives the character instantly to the target speed. Acceleration Motion will move the character with a force over time.

Speed - Desired speed to move while the character is jogging. Will instantly move to this in Instant Motion mode or stop the acceleration when it reaches this speed. In meters per second

Sprint Speed - Same as speed but while sprinting.

Acceleration Force - How fast to accelerate while in Acceleration Mode. Also controls acceleration when your character is moving faster than the target speed (ie. being flung into the air by a spring). In meters per second

Sprint Acceleration Force - same as Acceleration Force but while sprinting

Min Acceleration Delta - When moving faster than your target speed, your acceleration will be dampened if you try to acceleration in the direction you are moving. This value is a normalized minimum amount that you can move in a direction you are already moving.

Only Sprint Forward - If checked, players will only be able to sprint if their velocity is moving forward

Crouching

Specific modifiers for the crouching state

Auto Crouch -

Prevent Falling While Crouched -

Prevent Step Up While Crouched -

Crouch Speed Multiplier -

Crouch Height Multiplier -

Jump

Number Of Jumps -

Jump Speed -

Jump Coyote Time -

Flying

Number of Jumps -

Jump Speed -

Jump Coyote Time -

Gravity

Use Gravity -

Use Gravity While Grounded -

Gravity Multiplier -

Upwards Gravity Multiplier -

Gravity

How gravity effects this character

Use Gravity -

Use Gravity While Grounded -

Gravity Multiplier -

Upwards Gravity Multiplier -

Physics

Prevent Wall Clipping -

Ground Collision Layer Mask -

Terminal Velocity -

Minimum Velocity -

Use minimum Velocity In Air -

Drag -

Air Drag Multiplier -

Air Speed Multiplier -

Step Ups

Detect Step Ups

Always Step Up

Assisted Ledge Jump

Max Step Up Height

Step Up Ramp Distance

Slopes

Detect Slopes -

Slope Force -

Min Slope Delta -

Max Slope Delta -