> For the complete documentation index, see [llms.txt](https://andres-organization-9.gitbook.io/luxus-1-assets/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://andres-organization-9.gitbook.io/luxus-1-assets/animal-controller-states/advanced-climbing/state-variables/detection-settings-variables.md).

# Detection Settings Variables

**`AutomaticFromState automaticEnter`**

* Enum defining which states allow automatic entry into the Advanced Climb state.
* Includes options like **Jump**, **Fall**, **Locomotion**, **Glide**, etc.

{% tabs %}
{% tab title="Bottom Entry Detection" %}

<figure><img src="/files/BJYi3wJwYvxfQCyV1FhQ" alt=""><figcaption></figcaption></figure>

* **`bool debugCheckForEnterBottom`**
  * Enables debugging for bottom entry detection.
* **`bool canEnterFromBottom`**
  * Allows entering the climb state from the ground using player input.
* **`Vector3 enterCheckOriginOffset`**&#x20;
  * Offset for the origin of the bottom detection SphereCasts.
* **`float enterCheckHeightOffset`**
  * Height offset applied to SphereCasts for bottom detection.
* **`float enterCheckDistance`**
  * Distance for bottom detection SphereCasts.
* **`float enterCheckSphereRadius`**&#x20;
  * Radius of the SphereCast used for bottom entry detection.
* **`int enterCheckSphereNum`**&#x20;
  * Number of SphereCasts performed during bottom entry detection.
    {% endtab %}

{% tab title="Top Entry Detection" %}

<figure><img src="/files/XGQdo1FfJJNVzKBt0DAx" alt=""><figcaption></figcaption></figure>

* **`bool debugCheckForEnterTop`**
  * Enables debugging for top entry detection.
* **`Vector3 enterTopOffset`**&#x20;
  * Offset for detecting climb points on the top edge.
* **`float enterTopRayLength`**
  * Length of the raycast for detecting edge climb points.
* **`float enterTopRadius`**&#x20;
  * Radius of the raycast used for detecting climbable edges.
    {% endtab %}

{% tab title="Jump Entry Detection" %}

<figure><img src="/files/T0HHbLFDVQp6BN23eCpV" alt=""><figcaption></figcaption></figure>

* **`bool debugCheckForEnterJump`**&#x20;
  * Enables debugging for jump entry detection.
* **`float jumpEnterSphereRadius`**&#x20;
  * Radius of the SphereCast used for detecting climb points during jumps.
* **`float jumpEnterCastDistanceFromJump`**
  * Distance of the SphereCast used for detecting climb points in mid-air.
* **`Vector3 jumpEnterCastOffsetFromJump`**
  * Offset for SphereCast during jump detection.
    {% endtab %}

{% tab title="Wall Detection Settings" %}

<figure><img src="/files/two4zFwtNgrYhTCwGnNF" alt=""><figcaption></figcaption></figure>

* **`bool debugCheckWallProximity`**
  * Enables debugging for wall proximity detection.
* **`bool ignoreWallSlopeDetection`**&#x20;
  * If enabled, the state will ignore wall slope detection.
* **`float maxWallSlope`**&#x20;
  * Maximum slope angle for walls that can be climbed.
* **`Vector3 wallDetectionOffset`**&#x20;
  * Offset for the start position of wall detection raycasts.
* **`float raycastWallDistance`**&#x20;
  * Distance for detecting walls during climbing.
* **`float transitionSpeed`**
  * Speed of transitions between wall proximity values.
* **`float originShift`**&#x20;
  * Adjusts the origin of wall proximity checks.
* **`Vector2 checkWallBelowOffset`**&#x20;
  * Offset values for checking walls below the character.
    {% endtab %}
    {% endtabs %}

{% tabs %}
{% tab title="Ledge Jump Detection Settings" %}

<figure><img src="/files/eZHnFPXmrdERpNTYgcNC" alt=""><figcaption></figcaption></figure>

* **`bool debugCheckWithOverlapSphere`**
  * Enables debugging for ledge jump detection.
* **`float climbThreshold`**&#x20;
  * Maximum distance to allow automatic jumping between climb points.
* **`float behindSphereCastRadius`**&#x20;
  * Radius of the SphereCast used for detecting climb points behind the character.
* **`FloatReference jumpSphereCastDistance`**&#x20;
  * Distance for detecting climb points during jumps.
    {% endtab %}

{% tab title="Exit Detection Settings" %}

<figure><img src="/files/YdOUtys4h1GjdHaBoLEI" alt=""><figcaption></figcaption></figure>

* **`bool debugCheckForExitTop`**
  * Enables debugging for exit detection at the top of a climb.
* **`Vector3 exitOffset`**
  * Offset for the origin position of exit raycasts.
* **`float exitCheckUpLength`**
  * Distance of upward raycasts for exit detection.
* **`float exitCheckForwardDistance`**
  * Distance of forward raycasts for narrow spaces.
* **`float exitCheckDownDistance`**
  * Distance of downward raycasts for exit detection.
* **`float forOffsetExitToGround`**
  * Forward offset for detecting exit points near the ground.
* **`float distanceExitToGround`**
  * Distance to detect ground for exiting the climb state.
    {% endtab %}

{% tab title="Ledge Presence Detection Settings" %}

<figure><img src="/files/tl1X79cNAEkLUWgWm8wV" alt=""><figcaption></figcaption></figure>

* **`bool debugCheckIfOnClimbpoint`**&#x20;
  * Enables debugging for detecting if the character is on a climb point.
* **`bool ignoreClimbpointCheck`**&#x20;
  * Disables climb point presence checks.
* **`float ledgeProximityMaxDistance`**&#x20;
  * Maximum proximity distance to detect nearby climb points.
* **`float ledgeProximityForwardOffset`**&#x20;
  * Forward offset for SphereCast when detecting nearby climb points.
* **`float ledgeProximitySphereRadius`**&#x20;
  * Radius of SphereCast for detecting nearby climb points.
    {% endtab %}
    {% endtabs %}
