Apply Character Force (LogiX node)

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Apply Character Force
'Apply Character Force' LogiX node
Inputs
  Impulse Apply
  Float3 Force
  CharacterController Character
  Bool IgnoreMass
Outputs
  Impulse OnDone

The Apply Character Force node changes the linear velocity of the input Character CharacterController (Component) proportional to the input Force when an impulse is received at Apply.

Usage

The IgnoreMass input determines whether the Mass field on any associated collider (must be on the same Slot as the Character and must have Type CharacterController) is taken into account when calculating the resulting velocity. If False, the MassScaling Enum value on the Character will also be taken into account and the effective mass value scaled by the Character Slot's global scale. Default is False.


The OnDone output fires an impulse when the velocity of the input CharacterController has been changed as a result of an impulse received at Apply. No impulse will be fired if there is no valid CharacterController input.


If IgnoreMass is False, the change in velocity of the CharacterController is the input Force multiplied by the local user's frame update time divided by the CharacterCollider's effective mass. If IgnoreMass is True, the change in velocity of the CharacterController is the input Force multiplied by the local user's frame update time.

Note that for the input CharacterController to be affected, the impulse received at Apply must be owned by the SimulatingUser set in the referenced CharacterController component. For an explanation, see Frooxius' comment on GitHub

Examples

Node Menu

Physics
Back Apply Character Force Apply Character Impulse As Character Controller Character Controller User Character Gravity Character Ground Collider
Character Linear Velocity Find Character Controller Hit UV Coordinate Is Character Controller Is Character On Ground On Collision End On Collision Start
On Collision Stay Raycast One Raycaster Set Character Gravity Set Character Velocity