Blocks edited this page Aug 4, 2019 · 3 revisions

NOTE: The RigidBodyTick is now outdated due to the Psyonix API. The GameTickPacket contains raw data from the game's physics engine now. Please use the normal GameTickPacket instead.

The RigidBodyTick contains the raw data used by Rocket League's physics engine. It updates at Rocket's League constant physics tick rate (120Hz). In contrast to the GameTickPacket, data in the RigidBodyTick is not interpolated to match the graphics refresh rate.

This is an advanced feature! You can still make a great bot without it, but having this data is quite nice for the physicists among us.

You can retrieve it with BaseAgent.get_rigid_body_tick().

Sample RigidBodyTick

rigid_body_tick= {
'players': [
{
'state': {
# `frame` is the number of physics ticks that have occurred for# a rigid body. It advances by one for each 120Hz tick, so you# can convert it to seconds (if desired) by dividing by 120.'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
'input': { # This is just information about what input the car has received during this frame'throttle': 0.85,
'steer': -1.0,
'pitch': -0.9,
'yaw': 1.0,
'roll': 0.0,
'jump': True,
'boost': False,
'handbrake': False
},
},
{ ... }
],
'num_players': 2,
'ball': {
'state': {
'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
}
}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
Blocks edited this page Aug 4, 2019 · 3 revisions

NOTE: The RigidBodyTick is now outdated due to the Psyonix API. The GameTickPacket contains raw data from the game's physics engine now. Please use the normal GameTickPacket instead.

The RigidBodyTick contains the raw data used by Rocket League's physics engine. It updates at Rocket's League constant physics tick rate (120Hz). In contrast to the GameTickPacket, data in the RigidBodyTick is not interpolated to match the graphics refresh rate.

This is an advanced feature! You can still make a great bot without it, but having this data is quite nice for the physicists among us.

You can retrieve it with BaseAgent.get_rigid_body_tick().

Sample RigidBodyTick

rigid_body_tick= {
'players': [
{
'state': {
# `frame` is the number of physics ticks that have occurred for# a rigid body. It advances by one for each 120Hz tick, so you# can convert it to seconds (if desired) by dividing by 120.'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
'input': { # This is just information about what input the car has received during this frame'throttle': 0.85,
'steer': -1.0,
'pitch': -0.9,
'yaw': 1.0,
'roll': 0.0,
'jump': True,
'boost': False,
'handbrake': False
},
},
{ ... }
],
'num_players': 2,
'ball': {
'state': {
'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
}
}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Blocks edited this page Aug 4, 2019 · 3 revisions

NOTE: The RigidBodyTick is now outdated due to the Psyonix API. The GameTickPacket contains raw data from the game's physics engine now. Please use the normal GameTickPacket instead.

The RigidBodyTick contains the raw data used by Rocket League's physics engine. It updates at Rocket's League constant physics tick rate (120Hz). In contrast to the GameTickPacket, data in the RigidBodyTick is not interpolated to match the graphics refresh rate.

This is an advanced feature! You can still make a great bot without it, but having this data is quite nice for the physicists among us.

You can retrieve it with BaseAgent.get_rigid_body_tick().

Sample RigidBodyTick

rigid_body_tick= {
'players': [
{
'state': {
# `frame` is the number of physics ticks that have occurred for# a rigid body. It advances by one for each 120Hz tick, so you# can convert it to seconds (if desired) by dividing by 120.'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
'input': { # This is just information about what input the car has received during this frame'throttle': 0.85,
'steer': -1.0,
'pitch': -0.9,
'yaw': 1.0,
'roll': 0.0,
'jump': True,
'boost': False,
'handbrake': False
},
},
{ ... }
],
'num_players': 2,
'ball': {
'state': {
'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
}
}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Blocks edited this page Aug 4, 2019 · 3 revisions

NOTE: The RigidBodyTick is now outdated due to the Psyonix API. The GameTickPacket contains raw data from the game's physics engine now. Please use the normal GameTickPacket instead.

The RigidBodyTick contains the raw data used by Rocket League's physics engine. It updates at Rocket's League constant physics tick rate (120Hz). In contrast to the GameTickPacket, data in the RigidBodyTick is not interpolated to match the graphics refresh rate.

This is an advanced feature! You can still make a great bot without it, but having this data is quite nice for the physicists among us.

You can retrieve it with BaseAgent.get_rigid_body_tick().

Sample RigidBodyTick

rigid_body_tick= {
'players': [
{
'state': {
# `frame` is the number of physics ticks that have occurred for# a rigid body. It advances by one for each 120Hz tick, so you# can convert it to seconds (if desired) by dividing by 120.'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
'input': { # This is just information about what input the car has received during this frame'throttle': 0.85,
'steer': -1.0,
'pitch': -0.9,
'yaw': 1.0,
'roll': 0.0,
'jump': True,
'boost': False,
'handbrake': False
},
},
{ ... }
],
'num_players': 2,
'ball': {
'state': {
'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
}
}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
Blocks edited this page Aug 4, 2019 · 3 revisions

NOTE: The RigidBodyTick is now outdated due to the Psyonix API. The GameTickPacket contains raw data from the game's physics engine now. Please use the normal GameTickPacket instead.

The RigidBodyTick contains the raw data used by Rocket League's physics engine. It updates at Rocket's League constant physics tick rate (120Hz). In contrast to the GameTickPacket, data in the RigidBodyTick is not interpolated to match the graphics refresh rate.

This is an advanced feature! You can still make a great bot without it, but having this data is quite nice for the physicists among us.

You can retrieve it with BaseAgent.get_rigid_body_tick().

Sample RigidBodyTick

rigid_body_tick= {
'players': [
{
'state': {
# `frame` is the number of physics ticks that have occurred for# a rigid body. It advances by one for each 120Hz tick, so you# can convert it to seconds (if desired) by dividing by 120.'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
'input': { # This is just information about what input the car has received during this frame'throttle': 0.85,
'steer': -1.0,
'pitch': -0.9,
'yaw': 1.0,
'roll': 0.0,
'jump': True,
'boost': False,
'handbrake': False
},
},
{ ... }
],
'num_players': 2,
'ball': {
'state': {
'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
}
}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Blocks edited this page Aug 4, 2019 · 3 revisions

NOTE: The RigidBodyTick is now outdated due to the Psyonix API. The GameTickPacket contains raw data from the game's physics engine now. Please use the normal GameTickPacket instead.

The RigidBodyTick contains the raw data used by Rocket League's physics engine. It updates at Rocket's League constant physics tick rate (120Hz). In contrast to the GameTickPacket, data in the RigidBodyTick is not interpolated to match the graphics refresh rate.

This is an advanced feature! You can still make a great bot without it, but having this data is quite nice for the physicists among us.

You can retrieve it with BaseAgent.get_rigid_body_tick().

Sample RigidBodyTick

rigid_body_tick= {
'players': [
{
'state': {
# `frame` is the number of physics ticks that have occurred for# a rigid body. It advances by one for each 120Hz tick, so you# can convert it to seconds (if desired) by dividing by 120.'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
'input': { # This is just information about what input the car has received during this frame'throttle': 0.85,
'steer': -1.0,
'pitch': -0.9,
'yaw': 1.0,
'roll': 0.0,
'jump': True,
'boost': False,
'handbrake': False
},
},
{ ... }
],
'num_players': 2,
'ball': {
'state': {
'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
}
}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Blocks edited this page Aug 4, 2019 · 3 revisions

NOTE: The RigidBodyTick is now outdated due to the Psyonix API. The GameTickPacket contains raw data from the game's physics engine now. Please use the normal GameTickPacket instead.

The RigidBodyTick contains the raw data used by Rocket League's physics engine. It updates at Rocket's League constant physics tick rate (120Hz). In contrast to the GameTickPacket, data in the RigidBodyTick is not interpolated to match the graphics refresh rate.

This is an advanced feature! You can still make a great bot without it, but having this data is quite nice for the physicists among us.

You can retrieve it with BaseAgent.get_rigid_body_tick().

Sample RigidBodyTick

rigid_body_tick= {
'players': [
{
'state': {
# `frame` is the number of physics ticks that have occurred for# a rigid body. It advances by one for each 120Hz tick, so you# can convert it to seconds (if desired) by dividing by 120.'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
'input': { # This is just information about what input the car has received during this frame'throttle': 0.85,
'steer': -1.0,
'pitch': -0.9,
'yaw': 1.0,
'roll': 0.0,
'jump': True,
'boost': False,
'handbrake': False
},
},
{ ... }
],
'num_players': 2,
'ball': {
'state': {
'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
}
}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content
Blocks edited this page Aug 4, 2019 · 3 revisions

NOTE: The RigidBodyTick is now outdated due to the Psyonix API. The GameTickPacket contains raw data from the game's physics engine now. Please use the normal GameTickPacket instead.

The RigidBodyTick contains the raw data used by Rocket League's physics engine. It updates at Rocket's League constant physics tick rate (120Hz). In contrast to the GameTickPacket, data in the RigidBodyTick is not interpolated to match the graphics refresh rate.

This is an advanced feature! You can still make a great bot without it, but having this data is quite nice for the physicists among us.

You can retrieve it with BaseAgent.get_rigid_body_tick().

Sample RigidBodyTick

rigid_body_tick= {
'players': [
{
'state': {
# `frame` is the number of physics ticks that have occurred for# a rigid body. It advances by one for each 120Hz tick, so you# can convert it to seconds (if desired) by dividing by 120.'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
'input': { # This is just information about what input the car has received during this frame'throttle': 0.85,
'steer': -1.0,
'pitch': -0.9,
'yaw': 1.0,
'roll': 0.0,
'jump': True,
'boost': False,
'handbrake': False
},
},
{ ... }
],
'num_players': 2,
'ball': {
'state': {
'frame': 34891,
'location': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'rotation': {'x': 1.0, 'y': 0.0, 'z': 0.0, 'w': 0.0}, # This is a quaternion!'velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0},
'angular_velocity': {'x': 0.0, 'y': 0.0, 'z': 0.0}
},
}
}

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