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Grounded State:

Grounded Movement State Key Information:

The grounded movement defines player-controlled movement against a ground-marked surface.

There are four grounded movement substates that primarily change the grounded movement state speed based on the grounded transitional speed.

The grounded transitional speed is the primary speed parameter upon which all the grounded states are based. The running speed multiplier should NOT be used as a substitute for the grounded transitional speed.

While in the grounded state, the player mesh will always be set against the ground-marked surface, but the Projected Player is subject only to unity’s physics system and can and will come off the ground when encountering certain terrain elements such as ramps. In some cases, this will cause the player to unnecessarily enter the falling state. In order to avoid this, the Constant Y Grounded Force, Variable Distance Y Value Force, and Ground Raycast Distance values have been implemented and can be adjusted as needed.


Documentation Excerpts (3.0.1.d, 3.0.1.f, and 3.0.1.h):

  1. Ground Check Raycast Distances by State

    1. Ground Raycast Distance

      1. This Value represents the length of the raycast used to check for the grounded movement state while in the grounded movement state.

      2. This value is used in conjunction with the constant y grounded force to prevent the player from unnecessarily entering the falling state. (See 3.0.1.h.ii)

  1. Directional Vector Modifiers

    1. Grounded Transitional Speed

      1. This value represents the primary base speed value upon which all other states are based. Setting this value to 1 while leaving all other settings at their default values will result in the character representation’s normal movement directional magnitude having a value of 0.9.

  2. Rigidbody Force Modifiers

    1. Constant Y Grounded Force

      1. This value represents constant Y value force applied to the projected player to keep it on the ground.

      2. Setting this value to a high value will cause the player to slow down while climbing and speed up while moving downhill.

      3. This value is used in conjunction with the ground raycast distance to prevent the player from unnecessarily entering the falling state. (See 3.0.1.d.i)

    2. Variable Distance Y Value Force

      1. This value represents a variable Y value force multiplier applied based on the attempted climb angle to reduce bouncing.

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