Heading Walk
Turns the body toward the stick and runs where it faces. The character feels like a runner, not a camera on wheels.
Moving on the ground the classic 3D platformer's way: the body turns toward the stick, and all of the speed goes along the body. Turning sharply at speed curves the path instead of sliding sideways, which makes the character feel like a runner rather than a camera on wheels.
Heading WalkHow it works
The Walking mode: runs on walkable ground.
Heading Walk: moving on the ground the way classic 3D platformers do. The character has one speed along the way its body faces, and the body turns toward the stick at a fixed rate, so a turn curves the path without losing speed. Starting off is instant up to a start speed; after that acceleration is strong when slow and weak near top speed. The stick's tilt chooses the target speed (shape it with Stick Response; the original's is a square curve). Reversing hard at speed is the Skid state. The motor's Body Facing must be States: this state turns the body.
Numbers from the classic 3D platformer study (D33; a behaviour description of the game, scaled so the hero is 1.8 m tall). Hooks called: ISpeedScale. Reads the ground's CharacterSurface for grip.
Combine it
- Needs: Ground Sensor. The Inspector warns while one is missing.
- Priority 10: when several states could run, the highest priority wins (see How modules combine).
- Body facing: works with characters whose body faces States.
- Used by the presets: Retro Platformer, Modern Platformer.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Max Speed | Top running speed, m/s. | 0 or more | 6 |
| Minimum Speed | Slowest target speed with the stick tilted at all, m/s (modern 3D platformers: about 2.3). | 0 or more | 0 |
| Start Speed | Speed reached at once when starting to walk from a stand, m/s. | 0 or more | 2.7 |
| Acceleration At Rest | Acceleration when slow, m/s². | 0 or more | 11.1 |
| Acceleration At Top Speed | Acceleration near top speed, m/s². Between the two it falls in a straight line with speed. | 0 or more | 3.6 |
| Overspeed Deceleration | How fast speed above the target bleeds away on fairly flat ground, m/s². | 0 or more | 10.1 |
| Stop Deceleration | Slowing down after letting go of the stick below the skid speed, m/s². | 0 or more | 10.1 |
| Turn Rate | How fast the body turns toward the stick, degrees per second. | 0 or more | 337.5 |
| Slope Start | Slopes steeper than this pull the character downhill while walking, degrees. | 0 to 90 | 15 |
| Slope Pull | Pull of a slope along the facing, times the sine of the slope angle, m/s². | 0 or more | 17.2 |
| Speed Limit | Fastest the character can go on the ground at all, m/s. | 0 or more | 16.2 |
| Wall Glance Angle | A wall this close to the heading is slid along at full speed, degrees. | 0 to 90 | 30 |
| Wall Push Speed | Running into a wall more head on holds the speed to this push, m/s. | 0 or more | 2 |
| Landing Time | Seconds after landing during which the stick adds no speed. | 0 or more | 0.133 |
| Landing Speed Kept | Share of the speed kept per second during the landing with the stick held. | 0 to 1 | 0.55 |
| Landing Minimum Speed | Only a touchdown at least this fast is a landing, m/s; slower ones (stair edges) are walked through. | 0 or more | 1.5 |