PEAK
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Dependency string
kiberzulies-GravityControl-2.1.1
Dependants

Gravity Control

Standalone PEAK mod that lets you tune your local gravity

v2.1 - bugfix update

  • Fixed the custom GUI occasionally going blank (only text/numbers left, no background/buttons). Runtime-created textures could get silently destroyed by the engine; they're now protected and automatically rebuilt if that happens.
  • Toggle key switched from a "keyboard shortcut" to a plain key config entry - simpler to edit in the .cfg file and shows up correctly in config-manager mods.
  • Cursor now reliably unlocks and stays unlocked for the whole time the window is open (previously the game's own camera script could re-lock it right after).

v2.0 - "revolutionary" update

  • Reworked GUI: custom purple theme instead of the plain PeakAdminMenu-style look.
  • Negative gravity support (slider now goes down to -1x by default, with a quick -1x preset).
  • Toggle key is a proper BepInEx config entry instead of being hardcoded - by design it's not a control inside the window itself.

Features

  • Press the toggle key (I by default) to open/close the Gravity Control window.
  • Slider from -1x to 1x gravity (range configurable via MinGravityMultiplier / MaxGravityMultiplier in the .cfg file).
  • Quick presets: 1x, 0.75x, 0.5x, 0.25x, 0x, -1x.
  • Automatically restores your original gravity values on death/respawn or when the mod is unloaded, so it never leaves your character in a broken state.

Config

On first launch, BepInEx generates BepInEx/config/tim.peak.gravitycontrol.cfg with:

  • ToggleKey - the key that opens/closes the window (default: I). Any Unity KeyCode name works, e.g. J, F4, Keypad0.
  • MinGravityMultiplier / MaxGravityMultiplier - slider bounds (default: -1 / 1).

How it works

Character.localCharacter (falling back to Player.localPlayer.character) exposes character.refs.movement, a CharacterMovement component with public jumpGravity and maxGravity fields. The plugin snapshots the original values once, then every frame sets jumpGravity = original * multiplier (and the same for maxGravity). This is purely client-side/local physics - no networking or Harmony patch required.

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