Open Dev Kit Documentation :: Game :: Physics Config Character Virtual
Game.PhysicsConfigCharacterVirtualJolt CharacterVirtual settings (collision-only character with no rigid body in the world). Main shape comes from GetShapes(Object); the inner body shape (used so other characters can collide with this one) is auto-derived by scaling the main shape by InnerShapeScale.
Functions
Properties
- Max Slope Angle Float
- maximum walkable slope in degrees
- Max Strength Float
- maximum force the character can exert on other bodies
- Character Padding Float
- how far the character stays away from geometry to avoid jitter
- Penetration Recovery Speed Float
- fraction of penetration recovered per step (1.0 = immediately)
- Predictive Contact Distance Float
- look-ahead distance for predictive contacts
- Max Num Hits Integer
- maximum number of contact hits collected per step
- Hit Reduction Cos Max Angle Float
- cosine of max angle between contacts that are merged; -1 disables reduction
- Enable Walk Stairs Boolean
- whether the character walks up steps automatically
- Enable Stick To Floor Boolean
- whether the character sticks to the floor when walking down slopes
- Enhanced Internal Edge Removal Boolean
- extra work to remove ghost contacts from internal mesh edges; smoother movement over convex-edged terrain at a small performance cost
- Inner Shape Scale Float
- factor applied to the main shape to produce the inner rigid body shape that other characters collide with; 0 disables the inner body
- Up 3D Vector
- up vector used for slope/contact classification; {0,0,0} auto-derives from inverse of scene gravity. Set explicitly for scenarios like loops, wall-running, or reoriented gravity where the character's up differs from the scene's.
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