Speed
Frame-independent movement (checkbox): Adds verlet integration along with time delta to return movements that are no dependant of the framerate, meaning that the object will travel the same distances no matter the framerate, this may lead to unexpected results like clipping through walls and floor on low framerates.
Pixel per frame unit (checkbox): In version 1.1.0 and above, the extension uses pixels per second for the speed calculations (just like GDevelop's built-in platformer), this allows to use pixel per frame units instead, just like the versions before 1.1.0.
Ground
Floor detection range: The distance (in pixels) that object moves to check for ground, instantly moves back to it's original position after checking.
Floor raycast range: The distance of the rays casted from each side (or custom point) of the object to scan the angle of ground below the object.
Floor magnet: Works similar to floor detection, but it is for keeping the object on the ground when going downwards a slope at high speeds. This is the distance the object moves to the ground when it's grounded to maintain collision on it to keep it grounded.
Formula:
Object.floormagnetvar = Object.floormagnet
Object.x += Object.floormagnetvar * cos(ToRad(Object.groundangle + 90))
Object.y += Object.floormagnetvar * sin(ToRad(Object.groundangle + 90))
That is also how floor detection works.
Speed-based floor magnet (checkbox): Activating it makes the floor magnet behave differently based on the speed of the object:
If object is not moving, floor magnet value applied will be equal to the 5% of the main floor magnet value.
But if you're moving, the floor magnet value applied will be based on the current speed compared to the max speed, meaning that going 50% max speed will give 50% floor magnet:
Formula:
Object.floormagnetvar = Object.floormagnet * abs(Object.groundspeed/Object.maxspeed)
Object.x += Object.floormagnetvar * cos(ToRad(Object.groundangle + 90))
Object.y += Object.floormagnetvar * sin(ToRad(Object.groundangle + 90))
Minimum angle for ground unattach: The object will unattach from the ground and get to airborne if it's ground angle is equal or higher than this value and if the speed parameters are met.
Minimum speed for ground unattach: The object will unattach from the ground and get to airborne if it's speed is equal or lower than this value and if the ground angle parameters are met.
Airborne
Ceil detection range: The distance (in pixels) that object moves to check for ceilings, instantly moves back to it's original position after checking.
Ceil raycast range: The distance of the rays casted from each side (or custom point) of the object to scan the angle of ceiling above the object.