Walk

Allow the player to move in the x direction. This ability is enabled by default.

Property

Speed

The speed of the player in the x direction.

Smooth

A smoothing effect is applied to the speed every time the player starts or stops moving in the x direction. A value of one means there is no smoothing.

Damp Air Change

The resistance towards changing direction while the player is in the air. A value of zero means the player can instantly change direction in the air.

Run

If enabled, this will boost the Speed value, and the running signal will be set true.

Hold Type

If Hold is enabled, continuously hold the button to run.

Toggle Type

If Toggle is enabled, enter and exit the run state by pressing the button.

Double Tap Type

If Double Tap is enabled, the user must double tap the button within the tap threshold time to start running, and the player will stop running once the button is released. If Button Is LeftRight is enabled, it means the button is mapped to the left and right input, and this will prevent entering the run state if the player’s direction is simply being changed.

Time Threshold Type

If Time Threshold is enabled, the player has to walk on the ground for the specified time uninterrupted before starting to run.

Speed Boost

Speed will be multiplied by Boost while the player is running.

Jump Boost

This will boost the jump force if the player is running.

Ease Into Run

If enabled, the player will ease into the running speed instead of accelerating instantly. Specify the duration of the ease time.

Ground Hit

The Unity Event invoked when the player initially hits the ground. Call a World Effect with the dynamic Activate method.

Not On Ground

The Unity Event invoked when the player initially leaves the ground. Call a World Effect with the dynamic Activate method.

Walking On Ground

The Unity Event invoked when the player is walking/running on ground. Call a World Effect with the dynamic Activate method.

On Direction Changed

The Unity Event invoked when the player changes direction on the x-axis. Call a World Effect with the dynamic Activate method.

Signals: running