Walk
Moves the character on the ground with acceleration and friction. These two numbers decide whether it feels snappy or heavy.
Moving on the ground: speeding up toward where the stick points and slowing down by friction. Acceleration and friction decide the feel: high for snappy shooters, lower for heavier characters. The camera decides which way is forward, and the body turns to follow.
WalkHow it works
The Walking mode: runs on walkable ground.
Moving on walkable ground, after the ground movement of classic arena shooters: friction, then acceleration toward the input direction laid onto the ground plane. Speed is kept when the slope changes, and the solver may step up ledges.
Hooks called: ISpeedScale. Reads the ground's CharacterSurface for friction and grip. Jumping is the Jump state, which takes over from here.
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).
- Used by the presets: Arena Shooter, Competitive Shooter, Surf, Traversal Adventure, Action RPG.
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 |
| Acceleration | How quickly the character reaches top speed, per second. Higher is snappier (classic arena shooters: 10). | 0 or more | 10 |
| Friction | How quickly the character slows down without input, per second (classic arena shooters: 6). | 0 or more | 6 |
| Stop Speed | Below this speed, friction acts as if moving this fast, so stopping is quick and does not creep, m/s. | 0 or more | 2.5 |