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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

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.

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.