simulation/src/snapshot.ts:60
Members
airTicksreadonly
airTicks: number
Ticks since the feet last had support; zero while grounded. A jump
closes the coyote window by setting it past coyoteTicks at once, so
the window is for the player who walked off an edge, not a second jump.
bodyreadonly
canFlyreadonly
canFly: boolean
crouchedreadonly
crouched: boolean
eyeHeightreadonly
eyeHeight: number
flyingreadonly
flying: boolean
groundedreadonly
grounded: boolean
headingreadonly
heading: number
Applied yaw; orientation transports this heading continuously over poles.
heightreadonly
height: number
inputreadonly
jumpBufferreadonly
jumpBuffer: number
Ticks a jump pressed in the air stays armed for the landing; zero when none.
jumpHeldreadonly
jumpHeld: boolean
The last consumed jump edge, retained through saves.
speedreadonly
speed: number
spinreadonly
vesselreadonly
The ship this walker stepped out of, and steps back into.
Canonical because nothing regenerates it: with two ships landed side by side, entity order names the wrong one as often as the right one, and a reload is exactly when the choice has to survive. Null for a walker that came from nowhere — a test's spawn, or a save that carried none.