LevitationConstraint

Inherits: Constraint

Works against gravity and friction to maintain a minimum displacement and target velocity between it's two attachments.

LevitationConstraint provides a simplified model of the way humanoid locomotion works.

In general humans can only apply forces upwards against the ground, with only gravity to pull them downwards. If you accelerate past a certain velocity at any point you will leave the ground. This constraint accounts for that and moves towards the target height without overshooting by targeting a velocity along the same axis as gravity will be 0 at the target height.

Human locomotion is provided by friction between your feet and the ground. This constraint also tries to maintain a relative velocity defined by LevitationConstraint.MotorVelocity along the ground plane by applying forces against the ground part, bounded by friction.

LevitationConstraint doesn't currently do any orientation. You'll still need another constraint to keep the character upright.

Warning: LevitationConstraint is likely to change dramatically soon. It probably doesn't make sense as a Constraint instance, and will probably be replaced with something shape-based that finds its own footholds.

Properties

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Friction: float

The coefficient of friction at the point of contact defined by Constraint.Attachment1.

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MotorVelocity: Vector3

The world-space target relative velocity between the two parts. Only affects velocity within the plane defined by Attachment1.WorldAxis.

No description available.

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Size: float

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