Living
The living entity implementation is a specialized setup for handling actors and their movement requests.
Living entities have two states: on ground and in air. When on ground, the player will be "glued" to the ground until an attempt to detach it is made (by applying significant velocity away from the ground).
Note
Remember the animated character movement requests from Chapter 5, Creating Custom Actors? The system uses living entity pe_action_move
requests in the core.
Unique parameters
- pe_player_dimensions: This is used to set parameters related to the living entity's static properties, such as sizeCollider, and whether it should use a capsule or cylinder for the collision geometry
- pe_player_dynamics: This is used to set dynamic parameters related to the living entity, such as inertia, gravity, and mass
Unique statuses
- pe_status_living: This gets the current living entity status, including stats such as time flying, velocity, and ground normal
- pe_status_check_stance: This...