Talos docs

GroundingProps

Since 0.6
Plain text

Signature

export interface GroundingProps {
  /** The feet to plant. Default: `leftFoot` at `[0.1, 0, 0]` and `rightFoot` at `[-0.1, 0, 0]`. */
  feet?: FootProp[]
  /**
   * Height of the ankle joint above the sole, in metres. The raycast starts this far up and
   * the hit is raised by it, so the *sole* lands on the surface. Default 0.02, which is the
   * canonical humanoid's.
   */
  lift?: number
  /** How far below the entity's own position to look for a floor, in metres. Default 1. */
  reach?: number
  /**
   * How far above the entity's own position each ray starts, in metres. Default 0.5.
   *
   * It has to clear the highest ground a foot could be standing on, which on a slope is
   * higher than the foot. Too small and the uphill foot finds nothing; too large and a ray
   * can catch a ceiling before the floor.
   */
  rayUp?: number
  /** Tag of the things worth looking at. Default `"collectable"`. Empty disables the look. */
  lookTag?: string
  /** How far away one can still be worth looking at, in metres. Default 8. */
  lookRange?: number
  /**
   * Raise the look target by this much, so a character looks at a pickup rather than at the
   * floor under it. Metres. Default 0.5.
   */
  lookHeight?: number
}

Import: import type { GroundingProps } from "@argus/gameplay"

Members

MemberSignatureDescription
feetfeet?: FootProp[]The feet to plant. Default: leftFoot at [0.1, 0, 0] and rightFoot at [-0.1, 0, 0].
liftlift?: numberHeight of the ankle joint above the sole, in metres. The raycast starts this far up and the hit is raised by it, so the sole lands on the surface. Default 0.02, which is the canonical humanoid's.
reachreach?: numberHow far below the entity's own position to look for a floor, in metres. Default 1.
rayUprayUp?: numberHow far above the entity's own position each ray starts, in metres. Default 0.5. It has to clear the highest ground a foot could be standing on, which on a slope is higher than the foot. Too small and the uphill foot finds nothing; too large and a ray can catch a ceiling before the floor.
lookTaglookTag?: stringTag of the things worth looking at. Default "collectable". Empty disables the look.
lookRangelookRange?: numberHow far away one can still be worth looking at, in metres. Default 8.
lookHeightlookHeight?: numberRaise the look target by this much, so a character looks at a pickup rather than at the floor under it. Metres. Default 0.5.