![]() Gravity Multiplier - Gravity multiplier to the avity setting. This is used to calculate acceleration.Īir Stop Distance - If at full air speed, how far will the motor 'skid' to a stop.įall Speed - Maximum fall speed (only y axis when negative). Time to Air Speed - The time, in seconds, it will take to reach air speed. If false, then the motor's x velocity cannot be changed when in the air.Īir Speed - Maximum speed the motor will move horizontally while in the air. Ground Stop Distance - If at full speed, how far will the motor skid to a stop.Īllow Direction Change In Air - If true, then the motor's x velocity can be changed while in air. A value of 0 mean instantaneous movement. Time to Ground Speed - The time, in seconds, it will take to reach ground speed. Caution as more raycasts are more expensive. Half the size of the motor then it should be 1. A good way to think about it is if the smaller environment is at least the size of the motor then this can be 0. Increasing the number of additional raycasts can fix this issue. The raycasts can miss if the environment is small enough. The motor will be more efficient.Īdditional Raycasts Per Side - By default the motor will raycast through the corners to separate itself from moving platforms (or static environment if moved into one by a moving platform). ![]() If there aren't any moving platforms then make sure this value is 'Nothing' (or 0). This requires that 'Raycasts Start in Colliders' is true in the Physics 2D settings. The motor uses this knowledge to grab a MovingPlatformMotor2D component from the platforms. Moving Platform Layer Mask - What layer contains moving platforms. If it can then setting this to false won't help, one way platforms or not. This will only have an effect if the motor's collider can't collide with its own layer. 2 iterations will likely cover most cases (unless the time step is really long).Įnable for One Way Platforms - Should the motor check for one way platforms? Uncheck this if there aren't any, the motor will be more efficient. Lower numbers mean more performant but at a cost of potential position loss. Number of Iterations - The number of iterations the motor can take to resolve the final position during a tick. Half distance of the Environment Check Distance is probably pretty good. This is used to prevent catching matching edges of box colliders (or tiles). Minimum Distance From Env - This is the minimum separation between the motor and surrounding environnment. These are environments that shouldn't be able to move into the player.Įnvironment Check Distance - This is how far out the motor will check for the environment. Static Environment Layer Mask - This tells the motor what layer collisions to consider the environment (to determine if on the ground, wall, or corner). ![]()
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