commitPose
Call Signature
Section titled “Call Signature”commitPose(
step,entity,options):void
Moves the step’s own entity to a pose the game computed, with no
recovery, push out or slide, as a continuous move rather than a
teleport: it draws no snap and counts no teleport, and the frame blends
to it as it blends any move. What a game’s own movement policy commits
its result through, a portal’s carry, a machine’s prescribed path or a
blocking rule of its own computed with the queries, in place of the
movers’ recovery and push out. The body is placed at once, and a
later mover or query this tick meets it there. As Godot keeps
move_and_collide beneath move_and_slide.
Parameters
Section titled “Parameters”| Parameter | Type |
|---|---|
step |
PredictedStep |
entity |
PredictedEntity |
options |
CommitPoseOptions |
Returns
Section titled “Returns”void
Example
Section titled “Example”commitPose(step, entity, { position: through });Call Signature
Section titled “Call Signature”commitPose(
step,entity,options):void
Moves the step’s own entity to a pose the game computed, with no
recovery, push out or slide, as a continuous move rather than a
teleport: it draws no snap and counts no teleport, and the frame blends
to it as it blends any move. What a game’s own movement policy commits
its result through, a portal’s carry, a machine’s prescribed path or a
blocking rule of its own computed with the queries, in place of the
movers’ recovery and push out. The body is placed at once, and a
later mover or query this tick meets it there. As Godot keeps
move_and_collide beneath move_and_slide.
Parameters
Section titled “Parameters”| Parameter | Type |
|---|---|
step |
AuthoritativeStep |
entity |
Entity |
options |
CommitPoseOptions |
Returns
Section titled “Returns”void
Example
Section titled “Example”commitPose(step, entity, { position: through });