stepCharacter

function stepCharacter
simulation/src/character.ts:205
stepCharacter(world: CharacterGround, body: Body, entity: Entity, dt: number) → CharacterResult

A body-fixed kinematic controller, not an orbit integrator. Its motor drives the momentum it keeps in the entity's velocity toward what the keys ask for, on the ground quickly and in the air hardly at all; gravity owns the radial motion of anything airborne; the frame carries planetary transport. The orientation is parallel-transported so a pole is not a turn.

Contact is a height under a body-fixed ray, so an obstacle is a rise a step cannot take and a slope one steeper than the limit. A move into either is not simply refused: the ground's gradient around the blocked point is the wall's normal, the component of momentum into it is dropped, and the rest slides along. That is what lets a walker follow a wall or contour a hill instead of sticking to it, and it costs four extra ground samples only on the substeps that are blocked.

worldCharacterGround
Undocumented
bodyBody
Undocumented
entityEntity
Undocumented
dtnumber
Undocumented