Class
AirController
A physics character controller that governs movement while a character is airborne.
An AirController is a ControllerBase that a
ControllerManager uses to drive a character's physics-based movement
while it is airborne, such as while jumping or falling. While it is the
manager's ActiveController, it
keeps the character balanced upright, turns it toward the
ControllerManager.FacingDirection, and moves it horizontally toward
the ControllerManager.MovingDirection. Uprighting is tuned with
BalanceMaxTorque and
BalanceSpeed, turning with
TurnMaxTorque and
TurnSpeedFactor, and horizontal movement
with MoveMaxForce. An AirController
only functions when parented to a ControllerManager.
Properties 7#
BalanceMaxTorquefloat | The maximum torque the character can use to remain balanced upright.ReadSafe |
BalanceSpeedfloat | The maximum angular speed used to align the character upright.ReadSafe |
MaintainAngularMomentumboolean | Determines whether angular momentum is preserved when input has stopped.ReadSafe |
MaintainLinearMomentumboolean | Determines whether linear momentum is preserved when input has stopped.ReadSafe |
MoveMaxForcefloat | The maximum force that can be applied on the
ControllerManager.RootPart for moving in the
ControllerManager.MovingDirection.ReadSafe |
TurnMaxTorquefloat | The maximum torque that can be applied on the
ControllerManager.RootPart for turning towards the
ControllerManager.FacingDirection.ReadSafe |
TurnSpeedFactorfloat | The value multiplied by the ControllerManager.BaseTurnSpeed.ReadSafe |
BalanceMaxTorque: float#
ReadSafe
The maximum torque the character can use to remain balanced upright. When
misaligned, this amount of torque is applied to reach the
BalanceSpeed and realign the character.
A higher torque means more force is required to cause the character to
tilt. A lower torque means it's easer for the character to flip in the
air. This property is hidden and has no effect when
ControllerBase.BalanceRigidityEnabled is true.
BalanceSpeed: float#
ReadSafe
The maximum angular speed used to align the character upright. A lower value means it takes longer for the character to recover to the upright position when misaligned. A higher value results in a quicker recovery.
MaintainAngularMomentum: boolean#
ReadSafe
Determines whether angular momentum is preserved when input has stopped.
If false, the character will apply
TurningMaxTorque to bring the
angular velocity toward 0 when there is no input.
MaintainLinearMomentum: boolean#
ReadSafe
Determines whether linear momentum is preserved when input has stopped. If
false, the character will apply
MoveMaxForce to bring the linear
velocity towards 0 when there is no input.
MoveMaxForce: float#
ReadSafe
The maximum force that can be applied on the
ControllerManager.RootPart for moving in the
ControllerManager.MovingDirection. This affects how quickly
different target linear velocities are reached and how quick the linear
acceleration is if
MaintainLinearMomentum is
off.
TurnMaxTorque: float#
ReadSafe
The maximum torque that can be applied on the
ControllerManager.RootPart for turning towards the
ControllerManager.FacingDirection. This effects how quickly
different target angular velocities are reached and how quick angular
deceleration is if
MaintainAngularMomentum is
off.
TurnSpeedFactor: float#
ReadSafe
The value multiplied by the ControllerManager.BaseTurnSpeed to
determine the final target angular velocity while this controller is
active. The angular velocity is applied when turning towards the
ControllerManager.FacingDirection.
Inherited members#
Inherited from ControllerBase 3
Properties (3)
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild