ChaseProps
The body fields are the walker’s: the physics cuts its capsule to them,
and a chaser that walks climbs and slides by them, from the next step
after a change. A radius or height left out is the measured size the
entity’s model is registered with, or the player’s character’s where it has none.
Unless collisionMask names its layers, a chaser meets every layer but
the characters’, the players’ among them.
Extends
Section titled “Extends”Partial<CharacterCapsule>
Properties
Section titled “Properties”| Property | Type | Default value | Description |
|---|---|---|---|
collisionMask? |
CollisionMask | null |
every layer |
The layers its sweeps and contacts meet, null for every one. A chaser’s default leaves out both of the characters’ layers; a game lists characters.collisionLayers.players again for a body that blocks her. |
controller? |
Partial<{ floorSnapDistance: number; gravity: boolean; gravityScale: number; groundFriction: number; height: number; jumpHeight: number; maxSlopeRadians: number; platformOnLeave: PlatformOnLeave; pushes: CollisionMask | null; stepHeight: number; turnWithPlatform: boolean; }> |
undefined |
The character controller’s settings it walks by, each laid over its defaults: its step and its steepest slope. |
height? |
number |
its model's |
Metres above the feet the head stands. |
radius? |
number |
its model's |
Metres from the axis to the side. |
reach? |
number |
1 |
Metres from her it stops at. |
speed |
number |
undefined |
Metres a second toward the nearest player’s character. |
walks? |
boolean |
false |
Walks it through the physics as a player walks, where it would move along the world’s navmesh: it then climbs, falls and stops at a prop the navmesh leaves out, at the cost of a player’s walk. |