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Class

AirController

Memory category
Instances

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#

BalanceMaxTorquefloatThe maximum torque the character can use to remain balanced upright.ReadSafe
BalanceSpeedfloatThe maximum angular speed used to align the character upright.ReadSafe
MaintainAngularMomentumbooleanDetermines whether angular momentum is preserved when input has stopped.ReadSafe
MaintainLinearMomentumbooleanDetermines whether linear momentum is preserved when input has stopped.ReadSafe
MoveMaxForcefloatThe maximum force that can be applied on the ControllerManager.RootPart for moving in the ControllerManager.MovingDirection.ReadSafe
TurnMaxTorquefloatThe maximum torque that can be applied on the ControllerManager.RootPart for turning towards the ControllerManager.FacingDirection.ReadSafe
TurnSpeedFactorfloatThe 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
Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed