Apply Character Force (LogiX node)
Apply Character Force | ||
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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