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CharacterController

Provides a kinematic character controller, perfect for when you need a player or character that needs to interact realistically with the environment, i.e. collide with solid objects, but still be driven by a potentially unrealistic velocity.

struct CharacterController {
// from native code
desired_velocity: Vec2
}

Fields

desired_velocity

desired_velocity: Vec2

The desired velocity for this entity. Set this to control the movement.

Does not need to factor in the timestep.

Methods

on_init

fn on_init(self, entity: Entity, transform: Transform, simulation: &Simulation, commands: &EntityCommands)

internal, ignore

is_grounded

fn is_grounded(self) -> bool

Is this character currently standing on something?