Locomotion

The Locomotion component controls how a Creature moves throughout a level, including jumping, walking, crouching, strafing, running and falling.

Inspector

Ground movement

Field Description
allowMove Toggles movement
allowTurn Toggles rotation
allowJump Toggles jumping
allowCrouch Toggles crouching
moveForceMultiplierByAngleCurve Adjusts force based on ground slope. This acts like a slower for steep hills or inclines
forwardSpeed Walking speed (forward)
backwardSpeed Walking speed (backward)
strafeSpeed Walking speed (sideways)
runSpeedAdd Bonus speed added when sprinting
crouchSpeed Movement speed while crouched
globalMoveSpeedMultiplier Global multiplier for all speeds
forwardAngle Degree threshold to define “forward” movement. If the move direction fits within this angle the creature is considered “moving forward”
backwardAngle Degree threshold to define “backward” movement. If the move direction fits within this angle the creature is considered “moving backward”
runDot Dot product threshold for running. If the move direction is within this value you will be able to run. (0.6 == 53°)
runEnabled Toggles sprinting
crouchHeightRatio Animator height threshold for the creature to be considered crouching (0.0 - 1.0)
turnSpeed Rotation rate of the creature

Jump / Fall

Field Description
horizontalAirSpeed Horizontal control speed while falling
verticalAirSpeed Manual vertical speed (flight/swimming)
waterSpeed Movement speed while standing in water
airForceMode Force type for aerial movement
- Force
- Impulse
- VelocityChange
- Acceleration
jumpGroundForce Upward force applied during a jump
jumpClimbVerticalMultiplier Vertical boost when jumping while climbing
jumpClimbVerticalMaxVelocityRatio Cap for velocity gained from climb-jumps
jumpClimbHorizontalMultiplier Horizontal boost when jumping while climbing
jumpMaxDuration Max time jump force is sustained

Turn

Field Description
turnSmoothDirection Smoothed rotation delta
turnSnapDirection Instant rotation value (30 degrees per snap turn)
turnSmoothSnapDirection Smoothing for snap rotation
verticalForceMode Force type for vertical movement
- Force
- Impulse
- VelocityChange
- Acceleration

Colliders

Field Description
colliderRadius Thickness of the capsule collider
colliderShrinkMinRadius Minimum thickness when squeezing through gaps
colliderGrowDuration Time to return to full size after shrinking
colliderHeight Total height of the capsule collider
collideWithPlayer Toggles collision against the player character, don’t enable if this creature is the player

Ground detection

Field Description
groundDetectionDistance Distance to check for ground below collider
colliderGroundMaterial PhysicMaterial used while grounded
groundDrag Rigidbody drag while grounded
colliderFlyMaterial PhysicMaterial used while airborne
flyDrag Rigidbody drag while airborne
customGravity Multiplier for gravity

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