whether to collide with triangle mesh back faces
spacing from surfaces
penetration tolerance
active contacts for current frame
cosine of max slope angle (precomputed)
enable enhanced internal edge removal (expensive, off by default)
current ground info
hit merging angle (cosine)
configuration for the inner rigid body (for visibility to physics world)
inner rigid body ID for physics visibility (or INVALID_BODY_ID)
last delta time from update() - used for supporting contact velocity check
linear velocity
pool of listener contact tracking values
character mass (kg) - for pushing objects
max collision detection iterations per update
max constraint solving iterations
max contacts per query
max slope angle (radians) - slopes steeper are not walkable
max push force (N)
early-out threshold for time remaining
penetration recovery speed (0-1)
world-space position
look-ahead distance for predictive contacts
orientation
collision shape
local space offset of shape relative to character position
Plane defining what can support the character (normal.xyz, constant.w). Every contact behind this plane can support the character. Every contact in front of this plane only collides without providing support. Default: [up.x, up.y, up.z, -1e10] - accepts any contact. Plane equation: dot(point, normal) + constant = 0 SignedDistance(point) = dot(point, normal) + constant
up direction (normalized)
KCC (kinematic character controller) state