> For the complete documentation index, see [llms.txt](https://rigonix3d.gitbook.io/rigonix3d-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rigonix3d.gitbook.io/rigonix3d-docs/documentation/the-modules/interactive-blocks.md).

# Airborne Module

Gravity, ground detection, and jumps with real arc physics.

## Inspector reference

### General Settings

| Field                       | Type  | Default | What it does                                              |
| --------------------------- | ----- | ------- | --------------------------------------------------------- |
| **Lock Jumps**              | bool  | `false` | Disables jumping entirely.                                |
| **Lock Jump During Crouch** | bool  | `true`  | Blocks jumping while crouched.                            |
| **Lock Jump During Prone**  | bool  | `true`  | Blocks jumping while prone.                               |
| **Enable Overhead Check**   | bool  | `true`  | Cancels a jump when a ceiling is detected above the head. |
| **Overhead Check Distance** | float | `0.6`   | How far up to look for that ceiling.                      |

### Gravity & Ground

| Field                        | Type      | Default    | What it does                                               |
| ---------------------------- | --------- | ---------- | ---------------------------------------------------------- |
| **Gravity**                  | float     | `9.8`      | Downward acceleration applied when airborne.               |
| **Ground Check Start Point** | float     | `0.5`      | Height above the base where the ground ray begins.         |
| **Ground Check Distance**    | float     | `0.7`      | How far down the ray reaches to detect ground.             |
| **Ground Layers**            | LayerMask | Everything | Which layers count as ground.                              |
| **Disable Gravity**          | bool      | `false`    | Turns gravity off (flying, cutscenes).                     |
| **Coyote Time**              | float     | `0.12`     | Grace window (s) to still jump just after leaving a ledge. |
| **Ground Stick Force**       | float     | `25`       | Downward force that keeps the character glued to slopes.   |

### Jump Settings

| Field                                   | Type        | Default    | What it does                                                |
| --------------------------------------- | ----------- | ---------- | ----------------------------------------------------------- |
| **Stationary Jump Force**               | float       | `5`        | Upward force for a standing jump.                           |
| **Stationary Jump Force Applying Time** | float       | `0.24`     | Delay before the upward force fires (matches anticipation). |
| **Walking Jump Force / Up Force**       | float       | `7` / `4`  | Forward and upward force for a walking jump.                |
| **Walking Jump Arc Smoothing**          | float `0-1` | `0.4`      | Flattens the walking-jump arc — 0 sharp, 1 hover.           |
| **Running Jump Force / Up Force**       | float       | `10` / `5` | Forward and upward force for a running jump.                |
| **Running Jump Arc Smoothing**          | float `0-1` | `0.8`      | Flattens the running-jump arc.                              |
| **Jump Grounding Delay**                | float       | `0.25`     | Time after a jump where ground detection is suppressed.     |
| **Jump Cooldown**                       | float       | `0.2`      | Minimum time between jumps.                                 |

### Fall Damage & Ragdoll

| Field                               | Type  | Default | What it does                                                                   |
| ----------------------------------- | ----- | ------- | ------------------------------------------------------------------------------ |
| **Medium Land Min Distance**        | float | `3.8`   | Fall distance (m) that triggers a medium landing animation.                    |
| **Hard Land Min Distance**          | float | `5.8`   | Fall distance (m) for a hard landing animation.                                |
| **Ragdoll Land Distance**           | float | `7.5`   | Fall distance (m) at which landing triggers a ragdoll.                         |
| **Ragdoll Impact Force Multiplier** | float | `0`     | Extra force thrown into the ragdoll on impact.                                 |
| **Enable Ragdoll Fall**             | bool  | `true`  | Master toggle for fall-triggered ragdolls.                                     |
| **Enable Mid Air Ragdoll**          | bool  | `true`  | Ragdoll mid-air the instant a fatal fall is predicted, rather than on landing. |

### Air Control

| Field                          | Type         | Default | What it does                                                           |
| ------------------------------ | ------------ | ------- | ---------------------------------------------------------------------- |
| **Enable Air Control**         | bool         | `true`  | Lets the player steer mid-jump; off locks direction at takeoff.        |
| **Air Control Responsiveness** | float `0-20` | `8`     | How fast the character redirects in the air.                           |
| **Air Drag Decay**             | float `0-20` | `5`     | How quickly horizontal speed bleeds off when airborne without jumping. |

{% hint style="info" %}
`Is Grounded` and `Is Jumping` also appear as **read-only** readouts for debugging in play mode.
{% endhint %}

***

The **Airborne module** owns everything vertical: gravity, ground detection, and jumping. Like locomotion it lives on the Core, so jumps and falls behave identically for players and AI.

### Ground detection

A ray from `groundCheckStartPoint` reaching `groundCheckDistance` against `groundLayers` tells the character whether it's grounded. `groundStickForce` pins it to slopes so it doesn't skip off downhill edges, and **coyote time** (`coyoteTime`, \~0.12 s) gives a brief grace window to still jump just after walking off a ledge — the small forgiveness that makes platforming feel fair.

### Context-aware jumps

Rigonix doesn't have one jump — it has three, chosen by how fast you're moving, each with its own forward and upward force so the *arc* matches the momentum:

| Jump         | Forces                                    | When                       |
| ------------ | ----------------------------------------- | -------------------------- |
| **Standing** | `stationaryJumpForce`                     | Jumping from a standstill. |
| **Walking**  | `walkingJumpForce` + `walkingJumpUpForce` | Jumping while walking.     |
| **Running**  | `runningJumpForce` + `runningJumpUpForce` | Jumping at speed.          |

`walkingJumpArcSmoothing` and `runningJumpArcSmoothing` shape how the forward push blends in, so a running jump reads as a committed leap rather than a floaty hop.

### Jump gating

Jumps can be locked contextually: `lockJumps` disables them outright, while `lockJumpDuringCrouch` and `lockJumpDuringProne` prevent jumping from those stances. `enableOverheadCheck` casts `overheadCheckDistance` upward and blocks a jump when there's a ceiling — no more clipping your head into a low tunnel.

{% hint style="info" %}
**Post-jump grounding delay:** right after a jump, ground detection is briefly suppressed so the character doesn't immediately re-detect the floor it just left and cancel the jump. If you're tuning jump feel and jumps seem to "stick," this is the sequencing to look at.
{% endhint %}

`disableGravity` is available for special cases (flying, cutscenes), and gizmos drawn in `OnDrawGizmosSelected` visualise the ground-check ray right in the Scene view.


---

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