Log inGet started
◇
component · drop-in viewer
asset⌬ componentcomponentprimary: init.luau·part ofpackage characterController.package·originates fromworld 07158574-5…

MovementState

Component that exposes movement state for controller-driven animation and gameplay consumers.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

MovementState

Component that exposes movement state for controller-driven animation and gameplay consumers.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

MovementState Component Self-sufficient kinematic analyzer. Every field is derived from the entity's own position-over-time and ground proximity — no producer has to push state into MovementState, no other component has to exist for it to work. Reads are O(1). On each read we look at the current position and the previous sample; if a non-zero amount of wall-clock time has passed since the last sample, we update the cached velocity and store the new sample. Multiple reads inside one frame return the same cached velocity (no jitter from redundant divisions). `grounded` / `falling` / `sliding` derive from a single short downward Physics raycast; the result is cached for the same frame. Anyone can attach this to any entity that moves through any means — CharacterController, physics rigidbody, animated transform, networked replication, scripted teleport. MovementState reports the same shape regardless of how the position changed. Usage: local ms = self.entity.component.get("MovementState") if ms.grounded then ... end local speed = ms.horizontalSpeed -- Writing is forbidden; the proxy raises a read-only error.

nowSeconds( ) → void

refreshVelocity(self: ?) → void

Refresh velocity if we've moved past the last sample. Called from every velocity-related getter; idempotent within a single frame.

argtypedescription
self?

refreshGround(self: ?) → void

Refresh ground probe for the current frame (one cast per frame).

argtypedescription
self?

slopeAngleDeg(n: ?) → void

argtypedescription
n?

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
·
other · born here
▤file
▲ 0↑ born
backing path · systems/characterController.package/MovementState.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

Scoped to this part · feeds back into the world's score.

0comments
Sign in to post.sign in
No comments yet. Be the first.