Table of Contents

Struct InternalCharacterData

Namespace
Stride.BepuPhysics.Systems.Characters
Assembly
Stride.BepuPhysics.dll

Raw data for a dynamic character controller instance.

public struct InternalCharacterData
Inherited Members
Extension Methods

Fields

BodyHandle

Handle of the body associated with the character.

public BodyHandle BodyHandle

Field Value

BodyHandle

CosMaximumSlope

Cosine of the maximum slope angle that the character can treat as a support.

public float CosMaximumSlope

Field Value

float

JumpVelocity

Velocity at which the character pushes off the support during a jump.

public float JumpVelocity

Field Value

float

LocalUp

Character's up direction in the local space of the character's body.

public Vector3 LocalUp

Field Value

Vector3

MaximumHorizontalForce

Maximum force the character can apply tangent to the supporting surface to move.

public float MaximumHorizontalForce

Field Value

float

MaximumVerticalForce

Maximum force the character can apply to glue itself to the supporting surface.

public float MaximumVerticalForce

Field Value

float

MinimumSupportContinuationDepth

Depth threshold beyond which a contact is considered a support if the previous frame had support, even if it isn't deep enough to meet the MinimumSupportDepth.

public float MinimumSupportContinuationDepth

Field Value

float

MinimumSupportDepth

Depth threshold beyond which a contact is considered a support if it the normal allows it.

public float MinimumSupportDepth

Field Value

float

MotionConstraintHandle

Handle of the character's motion constraint, if any. Only valid if Supported is true.

public ConstraintHandle MotionConstraintHandle

Field Value

ConstraintHandle

Support

Collidable supporting the character, if any. Only valid if Supported is true.

public CollidableReference Support

Field Value

CollidableReference

Supported

Whether the character is currently supported.

public bool Supported

Field Value

bool

TargetVelocity

Target horizontal velocity. X component refers to desired velocity along the strafing direction (perpendicular to the view direction projected down to the surface), Y component refers to the desired velocity along the forward direction (aligned with the view direction projected down to the surface).

public Vector2 TargetVelocity

Field Value

Vector2

TryJump

If true, the character will try to jump on the next time step. Will be reset to false after being processed.

public bool TryJump

Field Value

bool

ViewDirection

Direction the character is looking in world space. Defines the forward direction for movement.

public Vector3 ViewDirection

Field Value

Vector3