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Component · physics2d

CharacterInput2d

Per-tick character intent, read exactly once by each boundary. Gameplay writes it before the physics system; it is not cleared, so held input repeats.

Fields

desiredVelocity

vec2
Desired world-space velocity. With gravity it must be perpendicular to gravity (vertical motion comes from gravity and jumps); zero-gravity worlds use both axes.
default [0,0]m/sreplicated · owner, rollback

jumpSpeed

f32
Jump launch speed, applied only while grounded; zero means no jump this tick.
default 0m/s≥ 0replicated · 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=CharacterInput2d --why "Add CharacterInput2d"

Set a field

ara do property.set -p entity=name:Crate -p path=CharacterInput2d.desiredVelocity -p value=[0,0] --why "Tune CharacterInput2d"

In a scene document

{
  "CharacterInput2d": {
    "desiredVelocity": [
      0,
      0
    ]
  }
}

From C#

/// <summary>Request a platform jump this fixed tick.</summary>
public static void UseCharacterInput2d(Entity entity, in Tick tick)
{
    ref var component = ref World.Get<CharacterInput2d>(entity);
    component.JumpSpeed = 6f;
}

From C#

Scripts read and write it with Get<CharacterInput2d>(); see the CharacterInput2d struct.