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?