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Component · physics2d

CharacterMotion2d

Character support mirrored at every fixed boundary.

Fields

grounded

bool
Walkable ground support after the last move.
default falsereplicated · owner, rollback

groundNormal

vec2
Supporting surface normal; zero while airborne.
default [0,0]replicated · 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=CharacterMotion2d --why "Add CharacterMotion2d"

Set a field

ara do property.set -p entity=name:Crate -p path=CharacterMotion2d.grounded -p value=false --why "Tune CharacterMotion2d"

In a scene document

{
  "CharacterMotion2d": {
    "grounded": false
  }
}

From C#

/// <summary>Restore grounded state when resetting a platform character on the floor.</summary>
public static void UseCharacterMotion2d(Entity entity, in Tick tick)
{
    ref var component = ref World.Get<CharacterMotion2d>(entity);
    component.Grounded = true;
}

From C#

Scripts read and write it with Get<CharacterMotion2d>(); see the CharacterMotion2d struct.