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Component · physics

CharacterInput

Per-tick character intent: replay this input exactly once before the rigid-body step.

Fields

desiredVelocity

vec3
Desired world-space horizontal velocity; Y must be zero.
default [0,0,0]m/sreplicated · owner, rollback

jumpSpeed

f32
Jump launch speed; zero means no jump this tick.
default 0m/s≥ 0replicated · owner, rollback

crouch

bool
Requested crouch; standing may be blocked by clearance.
default falsereplicated · owner, rollback

Usage

Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.

Add it

ara do component.add -p entity=name:Crate -p component=CharacterInput --why "Add CharacterInput"

Set a field

ara do property.set -p entity=name:Crate -p path=CharacterInput.desiredVelocity -p value=[0,0,0] --why "Tune CharacterInput"

In a scene document

{
  "CharacterInput": {
    "desiredVelocity": [
      0,
      0,
      0
    ]
  }
}

From C#

/// <summary>Move a character along the ground this fixed tick.</summary>
public static void UseCharacterInput(Entity entity, in Tick tick)
{
    ref var component = ref World.Get<CharacterInput>(entity);
    component.DesiredVelocity = new Vector3(2, 0, 0);
}

From C#

Scripts read and write it with Get<CharacterInput>(); see the CharacterInput struct.