public struct CharacterBodyThe character controller an entity has been given.
Remarks
Attached by PhysicsScene and never by hand. Its absence is the query that finds entities still needing one, exactly as PhysicsBody's is — WithNone rather than a scan for a sentinel.
⚠ Neither [Component] nor [DataContract], and the pair of absences is load-bearing. A scene component is one carrying both; this carries neither, so nothing has to remember to exclude a handle that means nothing outside the world that issued it. The same construction PhysicsBody uses, for the same reason, and the bridge rebuilds it from CharacterMovement on the first step after a load.
Fields and properties (5)
public int HandleWhich controller, in the scene's own table.
public ShapeId BuiltShapeThe shape the controller was built with, so a swap can be told from a no-op.
public Vector3 BuiltOffsetThe offset that shape is centred by, so the writeback and the next swap agree.
public float BuiltSlopeAngleThe resolved slope limit last pushed into the controller.
public float BuiltStepHeightThe resolved step height last pushed into the controller.
Used by (3)
- CharacterMovementSystemVixen.Physics
- CharacterSceneTestsVixen.Physics.Tests
- PhysicsSceneVixen.Physics