Speed
Acceleration: Compares the value of the speed obtained per frame when moving left or right with input.
Friction: Compares 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): Compares the value of object's current speed on ground.
Horizontal speed: Compares the value of object's current X speed on both air and ground, a negative value means that it's going to the left.
Vertical speed: Compares the value of object's current Y speed on both air and ground, a negative value means that it's going upwards.
Speed angle: Compares the direction (in degrees) the object is moving at, returns 0 if x and y speeds are 0.
Top speed: Compares the max ground speed with input.
Top horizontal speed (airborne): Compares the max x speed on air with input.
Max speed: Compares the max ground speed of the object (don't confuse with top speed, top speed is a lower limit for input).
Max horizontal speed: Compares the max horizontal speed of the object in airborne (don't confuse with top horizontal speed), affects jump horizontal trajectory.
Max vertical speed: Compares 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.
Is moving: Checks if the object is moving.
Is pushing into a wall: Checks if the object is pushing onto a wall.
Ground
Ground angle: Compares the angle of the object in the floor (don't confuse with speed angle) Returns 0 if the object's on air.
Is on floor: Checks if the object is touching the floor. Unprecised check returns True after touching the floor for more than 1 frame.
Is slipping: Checks if the object is slipping on the floor (on control lock set, meaning that left and right movement input is ignored on ground physics).
Floor detection range: Compares the floor detection (in pixels) of the object.
Floor magnet: Compares the floor magnet (in pixels) of the object.
Floor raycast range: Compares the range (in pixel) of the angle raycasts of the object.
Slope factor angle: Compares the minimum angle to apply slope factors to object's speed and deny friction.
Upwards slope factor: Compares the speed lost per frame when going upwards (if slope factor is applied).
Downwards slope factor: Compares the speed obtained per frame when going downwards (if slope factor is applied).
Unattach angle: Compares the minimum angle to detach from the ground (if unattach speed values are reached).
Unattach speed: Compares the minimum speed to detach from the ground (if unattach angle values are reached).
Got attached to ground: Checks if the object got attached to the ground by 'Attach object to a surface' action.
Airborne
Gravity: Compares the value added (per frame) to vertical (y) speed in airborne.
Is jumping: Checks if the object state was set to airborne by jump input.
Is falling: Checks if the object is currently falling (if it's on air and the vertical speed is greater than 0).
Can jump: Checks if the object can jump (by being on the floor or by extra jump).
Jump speed: Compares the max speed added to horizontal (x) and vertical (y) speeds on a jump.
Jump frames: Compares the value of the jump frames on a jump.
Jump height reducer: Compares the value that multiplies the jump height (with jump frames) after no jump input.
Is under ceiling: Checks if the object is under a ceiling.
Ceil detection range: Compares the ceil detection (in pixels) of the object.
Ceil raycast range: Compares the range (in pixels) of the ceil angle raycasts of the object.
Ceil bounce factor: Compares the ceil bounce multiplier of the object.
Ceil angle: Compares the ceil angle of the object.
Input
Default controls: Checks if defaults controls are activated.
Control pressed and/or simulated: Checks if there's input ("Left"/"Right"/"Jump").
Advanced
Angle raycast is hitting ground: Returns true if the selected angle raycast ("Left"/"Right") is hitting the ground.
Is colliding with: Checks if the object is colliding with another object, this collision check is 3x more than the normal collision check.
Time scale: Checks the time scale of the object.
Physics layer: Compare the physics layer of the object.
Frame-independent movement: Check if the frame-rate independent movement is on.
Is being stepped on: Checks if a hedgehog platfomer character is on top of the object.
Obstacle mode: Checks the obstacle mode of the platform.
Physics layer: Compare the physics layer of the object.