🌠Fall
Configure automatic falling, landing, air control, and fall damage.
Overview
State ID: 3
The Fall state takes over when the character has no ground beneath it. This includes leaving an edge, reaching a jump apex, or losing a platform.
Fall measures distance, blends soft and hard fall animations, keeps air control, and selects a landing animation. It can also apply fall damage to a Stat.
Fall is automatic. No input is required.

Creating the Fall state
Create a Fall state in either way:
Select + in the character's States list. Then select Air → Fall.
Duplicate an existing Fall state asset. Add it to the character's States list.
Almost every character needs a Fall state.

Priority
Set Fall just above Idle and Locomotion.
Set it below airborne and action states. These include Jump, Climb, Fly, Swim, and Death. This lets Fall take over when airborne, while higher-priority states can interrupt it.

Requirements
Fall requires no extra components. It uses the character's Fall Ray, a SphereCast along the gravity direction.
Set the character's Ground Layer correctly on the MAnimal. The Fall Ray only detects colliders on this layer.
Activation
Fall activates automatically. Input, Zones, and Reactions do not activate it.
The state casts a Fall Ray from a look-ahead pivot ahead of the character.
The SphereCast follows the gravity direction toward the ground.
Fall activates if no ground is within reach.
It also activates when the ground exceeds the Slope Limit.
Enable the optional front check to cast a line forward first. If it finds a wall or obstacle, Fall does not activate. This prevents false falls while pushing against geometry.


Exit conditions
Fall exits in any of these cases:
The Fall Ray finds ground within the character's Height.
A higher-priority state activates, such as Ledge Grab or Fly.
MAnimal.State_AllowExit()is called.
On touchdown, the ground must not be a steep slope. Ground tagged as Debris also counts as a landing surface.
Fall sets Exit Status from the fall distance. The Animator then plays the matching landing animation. Fall damage is applied when configured.
General settings
Enter Input: None. Fall activates automatically.
Speed Set: None. Fall builds its internal FallSpeed modifier when it enters the core animation. Set Speed Sets has no effect on this state.
Use these general properties:
Root Motion
False
Additive Position
True
Additive Rotation
True
Grounded
False
Sprint
False
Orient To Ground
False
Gravity
True
Custom Rotation
False
Gravity accelerates the character downward. Root motion stays disabled, so physics and inertia drive the fall.
Animator
Create an animation state with the transition condition State = Fall ID and StateOn.
Use a blend tree driven by State Float. Blend between soft and hard fall animations.
Exit Status selects the landing animation. Its value comes from the fall distance.
Air control parameters
Control the character while it is airborne.
Air Control
True
Allows steering while falling. When disabled, the character keeps its entry movement.
Air Rotation
10
Rotation speed while falling.
Air Movement
0
Maximum movement speed while falling.
Air Smooth
2
Lerp value used to reach Air Movement.
Fall Ray parameters
Control the ground-detection SphereCast.
Offset
0
Forward position offset for the Fall Ray.
Move Multiplier
0.1
Extra forward offset while moving. Higher speed checks further ahead.
Check Front Obstacle
True
Checks for an obstacle ahead before falling. Shown only when Move Multiplier exceeds 0.
Length Multiplier
1
Multiplier for the Fall Ray length. The base length is character Height.
Ray Hits
6
Maximum hits for the non-allocating Fall SphereCast.
Fall blend
Blend Fall
Distance Normalized
Calculates State Float using normalized distance, raw distance, or vertical velocity.
Lower Blend Distance
0.1
Distance where the blend returns toward zero before landing.
Use Distance Normalized to map the full fall from 0 to 1. Use Distance for raw accumulated distance. Use Vertical Velocity for signed vertical speed.
Fall damage
Apply landing damage to a Stat based on fall distance.
Affect Stat
—
StatID to reduce on landing, such as Health. Leave empty to disable damage.
Fall Min Distance
5
Minimum distance that applies damage.
Fall Max Distance
15
Distance where damage reaches 100%. Falls at or above this value fully reduce the Stat.
Land Status
—
Vector2 array: X is fall distance; Y is Exit Status.
Damage uses Reduce By Percent. It scales between Fall Min Distance and Fall Max Distance. Damage only applies after a grounded landing.
Use Land Status to select soft, hard, or roll landings.
Stuck recovery
Experimental recovery can nudge a character free when it becomes stuck mid-fall.
Stuck Animal
True
Detects stuck falling and nudges the character free.
Push Forward
2
Forward impulse applied during recovery.
Experimental
Keep Inertia On Platforms
True
Preserves moving-platform momentum when the character falls off.
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