# GroundingProps

> Talos 0.7 · Since 0.6

## Signature

```ts
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

| Member | Signature | Description |
|---|---|---|
| `feet` | `feet?: FootProp[]` | The feet to plant. Default: `leftFoot` at `[0.1, 0, 0]` and `rightFoot` at `[-0.1, 0, 0]`. |
| `lift` | `lift?: number` | 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. |
| `reach` | `reach?: number` | How far below the entity's own position to look for a floor, in metres. Default 1. |
| `rayUp` | `rayUp?: 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. |
| `lookTag` | `lookTag?: string` | Tag of the things worth looking at. Default `"collectable"`. Empty disables the look. |
| `lookRange` | `lookRange?: number` | How far away one can still be worth looking at, in metres. Default 8. |
| `lookHeight` | `lookHeight?: 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. |
