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

MoveAndSlideResult

What one moveAndSlide did: read-only scratch the entity owns, overwritten by its next mover call, so read what you need before it.

Property Type Description
addedVelocity Vector3 What addLinearVelocity added since its last tick’s first move, reported by this tick’s first call alone.
displacement Vector3 Metres it moved this tick, after the slides.
floorNormal Vector3 -
hits MoverHit[] What the move met, at most maxSlides.
isBlocked boolean Whether three surfaces, or maxSlides, left part of the move undone.
isGrounded boolean Whether it ended on a floor within maxSlopeRadians of up.
isOnCeiling boolean -
isOnWall boolean -
isStuck boolean Whether recovery could not clear the shape at the start, pinned between two bodies, which StuckTrait marks until a move clears it. It moves all the same.
realVelocity Vector3 The displacement over the tick, as Godot’s get_real_velocity.
remaining number Metres of the move left undone.
slideVelocity Vector3 The velocity with every part into a surface it met removed: carry it forward as next tick’s velocity.
standingOn Entity | null The entity under it, or null over geometry with none.
wallNormal Vector3 -