Above 0: a floor this far below the body after a move that does not rise pulls it down onto the floor, so a landed flyer at rest reads as landed every tick, as Godot’s floor_snap_length.
maxSlides?
number
6
The most sweeps one move takes, as Godot’s max_slides.
maxSlopeRadians?
number
π / 4, as Godot’s floor_max_angle
The steepest surface that counts as a floor, in radians; steeper is a wall.
rotation?
QuaternionLike
undefined
The body’s rotation after the move, absolute; left out, unchanged. The turn is not swept: the turned shape is pushed out of what it overlaps.
up?
Vector3Like
+Y
Which way a floor faces.
velocity
Vector3Like
undefined
Metres a second; the engine multiplies by the tick.