Table of Contents

Lerp

The companion follows the anchor at a distance. They will move as fast as they need to in order to stay within the desired distance.

Lerp motion operate by this logic, using a lerp variable between 0 and 1.

  1. If the companion is too far (>Max) from the anchor position, teleport to the anchor.
  2. If the companion is far enough (>Min) from the anchor position,
    • Record companion current position as start.
    • Pick an end position based on the anchor.
    • Enter lerping state.
  3. When start and end positions are set, increase lerp by value relative to elapsed game time, then calculate companion position with start + (end - start) * lerp.
    • If Velocity is 0 or greater, calculate the lerp value by the velocity instead.
  4. Once lerp reach 1 (and thus the companion reached the end position), exit lerping state.
  5. This completes 1 lerp step, and the companion will try to initiate new lerp state in the next game update tick.

Args

Property Type Default Notes
Min float 96 Min distance from anchor, the companion does not move until they are this far from the anchor.
Max float 1280 Max distance from anchor, if the companion is farther away than this, teleport. This argument is not speed, but rather how often the new Lerp target is to be checked. A larger number makes the companion takes longer strides.
Rate float 400 Miliseconds needed to complete 1 lerp, higher number makes companion take larger but slower lerp steps.
Pause float 0 Pause between picking next position to lerp to.
MoveSync bool false When true and anchor is Owners, only allow companion to move when the player moves.
MoveSyncAll bool false When true, only allow companion to move when the player moves.
Jitter float 0f Add randomness to movement, if greater than 0 and AlwaysMoving is true, the companion will randomly move around the anchor while within minimum range.
Velocity int -2 Limit the companion's velocity to a constant number, rathern than variable with lerp. Has special values -2 (unlimited), and -1 (follow the owner's velocity, when anchored to owner).
NoOverlap bool true When true and when the player has multiple trinkets with companions equipped, avoid overlapping with any other companion.