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Player State

Type: Data (no exec sockets)
Category: PLAYER

Pure data node. Derives the player's movement state from _pi_* (Player Input) and _pj_* (Player Jump) flags. Useful for connecting to animations, UI, or game logic.

Properties

Property Type Description
Data Enum Value to expose (see table below)

Data selector options

Option Type Description
State string "IDLE" / "WALKING" / "JUMPING" / "FALLING"
Is Idle bool True when still and on the ground
Is Walking bool True when moving and on the ground
Is Jumping bool True while the jump timer is active (ascending)
Is Falling bool True when airborne but not ascending
Is Grounded bool True when on the ground
Is Airborne bool True when in the air

Sockets

Socket Direction Type
Value Output Data

Internal logic

State Condition
JUMPING _pj_timer > 0
FALLING _pj_in_air AND NOT _pj_timer > 0
WALKING _pi_is_moving AND NOT _pj_in_air
IDLE any other case

!!! warning "Requires Player Input + Player Jump on the same object" Without Player Jump, _pj_in_air and _pj_timer do not exist and all aerial states will return False.