Execute hedgehog movement: This is the main action of the extension and without it, nothing works, because it's where the 90% of the extension runs in (inputs, physics...).
The first parameter is the Hedgehog platform object, aka the collision, this action is where the physics and input is executed, and it's recommended to use all of the extension's functions like conditions, actions and expressions AFTER this action gets executed.
If you want to use multiple objects for collision, you have to make an object group, add these objects in it and put the group in the parameter.
The second parameter is a checkbox to automatically rotate the object, disable it to freely rotate your object without damaging the physics.
Executing this action multiple times in a row leads to faster movement and heavier processing, but in a good exchange of better collision at high speeds.
Speed
Acceleration: Changes the value of the speed obtained per frame when moving left or right with input.
Friction: Changes the value of the speed lost per frame when not moving left or right with input. (If object's ground angle is equal or higher than slope factor angle, friction isn't applied to speed).
Ground speed (or just speed): Changes the value of object's current speed on ground.
Horizontal speed: Changes the value of object's current X speed on air, a negative value means that it's going to the left. This one only works in airborne since horizontal speed is constantly changing on ground because of ground speed calculations.
Vertical speed: Changes the value of object's current Y speed on air, a negative value means that it's going upwards. This one only works in airborne since vertical speed is constantly changing on ground because of ground speed calculations.
Top speed: Changes the max ground speed with input.
Top horizontal speed (airborne): Changes the max x speed on air with input.
Max speed: Changes the max ground speed of the object (don't confuse with top speed, top speed is a lower limit for input).
Max horizontal speed (airborne): Changes the max horizontal speed of the object in airborne (don't confuse with top horizontal speed), affects jump horizontal trajectory.
Max vertical speed (airborne): Changes the max vertical speed of the object in airborne, this one revokes jump speed, so if it's equal to 4 and jump speed is equal to 10, jump speed will be set to 4 when jumping.
De/activate fast character physics: While activated, the character won't be able to go through collisions when going at very high speeds.
Ground
Floor detection range: Changes the floor detection (in pixels) of the object.
Floor magnet: Changes the floor magnet (in pixels) of the object.
Floor raycast range: Changes the range (in pixel) of the angle raycasts of the object.
Slope factor angle: Changes the minimum angle to apply slope factors to object's speed and deny friction.
Upwards slope factor: Changes the speed lost per frame when going upwards (if slope factor is applied).
Downwards slope factor: Changes the speed obtained per frame when going downwards (if slope factor is applied).
Unattach angle: Changes the minimum angle to detach from the ground (if unattach speed values are reached).
Unattach speed: Changes the minimum speed to detach from the ground (if unattach angle values are reached).
De/activate speed magnet: Activates or deactivates the speed-based magnet of the object.
Attach object to a surface: Grounds the object to any intersected surface using a raycast. This is a good utility to replace floor magnet but it's not completely efficient.
Airborne
Gravity: Changes the value added (per frame) to vertical (y) speed in airborne.
Gravity angle: Changes the direction of gravity application on the airborne speed.
Jump speed: Changes the speed added to horizontal (x) and vertical (y) speeds on a jump.
Jump frames: Changes the value of the jump frames set in a jump.
Jump height divider: Changes the value that divides the jump height (with jump frames) after no jump input.
Ceil detection range: Changes the ceil detection (in pixels) of the object.
Ceil raycast range: Changes the range (in pixels) of the ceil angle raycasts of the object.
Ceil bounce factor: Changes the ceil bounce multiplier of the object.
Allow jumping again: Allows an extra jump on air.
Forbid jumping again on air: Revokes 'Allow jumping again' and removes the ability to jump on air again.
Cancel jump: Stops the current jump, by removing the current jump frames and setting the vertical speed to 0 (if the object is moving upwards).
Set airborne mode: Sets the object platformer in airborne state, allowing you to modify the horizontal and vertical speeds with actions, keep in mind that when doing it, the object will not be considered on floor through the rest of the frame, until a hedgehog physics action executes and sets it back to grounded.
Input
De/activate default controls: De/activates defaults controls.
Simulate left: Simulates left key press.
Simulate right: Simulates right key press.
Simulate jump: Simulates jump key press.
Advanced
Use object point for angle raycast: Sets angle & ceil raycasts origin points to the given object points.
Draw physics raycast: Draws the angle & ceil raycasts by using a shape painter.
Keep ground angle: Maintains the ground angle value of an object, this is useful to avoid speed direction changes right before launching from a ramp.
Time scale: Changes the time scale of the hedgehog physics of an object.
Physics layer: Changes the physics layer of an object.
Frame-independent movement: Toggle the frame-independent movement of an object.
Change obstacle mode: Changes the obstacle mode of the platform.
Physics layer: Changes the physics layer of the platform.