Player
Options for Entity are passed in here as well
isAI
Toggle between computer-controlled and user-controlled. Temporary!
No
Boolean
false
speedProne
Prone speed in blocks/second
No
Number
2
speedWalk
Walk speed in blocks/second
No
Number
6
speedFly
Flying speed in blocks/second
No
Number
12
speedSprint
Sprint speed multiplier (applied to walk and flying speeds)
No
Number
1.5
speedFootstep
Amount of required distance between playing the footstep sound effect, in blocks
No
Number
2.5
speedTurn
AI's turning speed in radians/sec. Temporary!
No
Number
[full circle/sec]
terminalVelocity
Maximum velocity due to gravity in blocks/second
No
Number
60
jumpVelocity
Initial velocity when jumping in blocks/second
No
Number
11
coyoteTime
Amount of leeway in seconds to disable gravity and still allow jumping after falling off a ledge. Setting this too high allows walking/sprinting across gaps
No
Number
0.14
aiAttackTime
Amount of time inbetween AI's attacks in seconds
No
Number
0.5
aiWanderTime
Amount of time in seconds to walk forward before switching direction
No
Number
5
aiApproachDistance
How close the AI needs to be to its target in order to fire the approach event
No
Number
5
healthRegen
Amount of health to regenerate per second
No
Number
10
fallDamage
No
Boolean
true
fallDamageThreshold
Minimum amount of velocity required to achieve booboo in blocks/second
No
Number
17.7
fallDamageAmount
Multiplied by velocity
No
Number
6
pvpDamage
Amount of damage dealt by this player when attacking another player
No
Number
25
pvpLength
Maximum distance at which you can slap
No
Number
3
eyeHeight
Height of camera above feet in 1st person mode; overrides camera.offset
No
Number
2.55
nameplateHeight
Height of nameplate above feet
No
Number
2.99
fovWalk
Camera FOV while walking in radians; overrides camera.fov, in radians
No
Number
CAM_FOV_DEFAULT
fovSprint
Camera FOV while sprinting in radians; overrides camera.fov, in radians
No
Number
75 degrees
fovLerp
How fast to transition/tween between walk/sprint FOV, in range [0, 1] (0 = never arrive, 1 = instant snap)
No
Number
0.3
proneOffset
Amount of height to subtract from regular height while prone
No
Number
2
radius
Radius/half width of the currently targeted player's collision bounds
No
Number
0.35
otherPlayerRadius
Radius/half width of all players' collision bounds that aren't currently targeted by the camera
No
Number
1
height
Height of player's collision bounds. Must be at least twice the radius
No
Number
2.9
contactOffset
https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxapi/files/classPxControllerDesc.html#a811b0354ee3c9c037dca94f7cae4205e
No
Number
0.01
slopeLimit
https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxapi/files/classPxControllerDesc.html#aadb1325a040c61b6cd29cfa94d24c180 (in radians, not cosine!)
No
Number
60 degrees
canBuild
No
Boolean
true
canInteract
Whether or not player can use the interact key binding on a block
No
Boolean
true
canSprint
No
Boolean
true
canFly
No
Boolean
true
canProne
No
Boolean
true
canJump
No
Boolean
true
canMove
Whether or not to allow constant velocity movement (forward, backward, etc.)
No
Boolean
true
canPickUpItem
No
Boolean
true
hasLight
No
Boolean
true
hasProneBarriers
Prone barriers prevent the player from falling down from the edge of a cube block while prone
No
Boolean
true
proneBarrierSize
How much the player can hang over the edge. Needs to be less than the radius for more reliability
No
Number
0.15
light
defLight options
No
Object
{ type: "spot", power: 5 }
itemIndex
Index of the mount point that holds the item currently in use
No
Integer
0
inventoryActiveSlots
Number of inventory slots that player can easily switch between
No
Number
5
inventoryStorageSlots
Number of inventory slots that players can store items in but not easily switch between,
No
Number
30
action
Dictionary of animation names taken from the mesh
No
Object
sound
Dictionary of defSound objects for different events
No
Object
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