OptionalradiusOptionalhalfHalf-length of the capsule's cylindrical section (excludes the caps).
Total height = 2 * (halfHeight + radius). Default 0.6 (→ ~1.8 tall).
OptionalpositionSpawn position (feet-relative center is the capsule center). Default origin.
OptionallayerCollision layer this character belongs to. Default CollisionLayer.Player.
OptionalmaskCollision layers it collides with. Default All. (Jolt's pair filter is
symmetric, so a body is only detected by a sensor/trigger when its mask
includes that sensor's layer — keeping the default All lets trigger zones
detect the character. Solid response is still governed by the other body's
mask, so e.g. a bullet whose mask is World still passes through.)
OptionalmaxSteepest walkable slope, in radians. Default 50°.
OptionalgravityDownward acceleration applied each move. Default 9.81 m/s².
OptionalmassMass (kg) used when pushing dynamic bodies. Default 80.
OptionalinnerWhen true (default) the character also creates an inner kinematic rigid body matching the capsule, so raycasts and other bodies can hit it (needed for the player/enemy to be shootable). Set false for a purely query-driven actor.
Capsule radius (world units). Default 0.3.