Space

Data Type

A String that defines which coordinate system is used for directions. Currently, only used in the Add Velocity (Entity Action Type).

Values

Value Description
world The axes are global: x points to west (negative) or east (positive), y points to bottom (negative) or top (positive) and z points to north (negative) or south (positive).
local The axes are local to the entity: x points to its left side and is always horizontal, y points to the top of the entity's head and z points to the direction the entity is facing.
local_horizontal Same as local, except it considers the vertical length of the direction of the entity is facing to be 0, resulting in z being projected (flattened out) onto the horizontal plane, making it shorter. x and y also become shorter by the same amount and y always points upwards. The axes shrink as the direction the entity is facing diverges from being horizontal. (e.g: if the entity is looking straight up or straight down, the axes will have a length of 0, akin to forcing x, y and z to be 0)
local_horizontal_normalized Same as local_horizontal, except the axes are normalized. (e.g: the axes' length are brought back to its previous length of 1 if it's of non-zero length)
velocity The axes are local to the entity's velocity, similar to local. If the velocity is purely vertical, the way the entity is pointing is used to determine the direction of x and y instead of the velocity. The axes scale based on how fast the entity is moving. (e.g: if the entity is not moving, the axes will have a length of 0, akin to forcing x, y and z to be 0)
velocity_normalized Same as velocity, except the axes are normalized. (e.g: the axes' length are brought back to its previous length of 1 if it's of non-zero length, making it not depend on the speed of the entity's movement, only as long as the entity is moving)
velocity_horizontal Same as velocity, except the vertical velocity is considered to be 0.
velocity_horizontal_normalized Same as velocity_horizontal, except the axes are normalized. (e.g: the axes' length are brought back to its previous length of 1 if it's of non-zero length)