Kinematic Character Controller
KinematicCharacterController.KinematicCharacterMotor Member List

This is the complete list of members for KinematicCharacterController.KinematicCharacterMotor, including all inherited members.

AllowSteppingWithoutStableGroundingKinematicCharacterController.KinematicCharacterMotor
ApplyState(KinematicCharacterMotorState state, bool bypassInterpolation=true)KinematicCharacterController.KinematicCharacterMotor
AttachedRigidbodyKinematicCharacterController.KinematicCharacterMotor
AttachedRigidbodyOverrideKinematicCharacterController.KinematicCharacterMotor
AttachedRigidbodyVelocityKinematicCharacterController.KinematicCharacterMotor
BaseVelocityKinematicCharacterController.KinematicCharacterMotor
CapsuleKinematicCharacterController.KinematicCharacterMotor
CharacterCollisionsOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, float inflate=0f, bool acceptOnlyStableGroundLayer=false)KinematicCharacterController.KinematicCharacterMotor
CharacterCollisionsRaycast(Vector3 position, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, bool acceptOnlyStableGroundLayer=false)KinematicCharacterController.KinematicCharacterMotor
CharacterCollisionsSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, float inflate=0f, bool acceptOnlyStableGroundLayer=false)KinematicCharacterController.KinematicCharacterMotor
CharacterControllerKinematicCharacterController.KinematicCharacterMotor
CharacterForwardKinematicCharacterController.KinematicCharacterMotor
CharacterOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f)KinematicCharacterController.KinematicCharacterMotor
CharacterRightKinematicCharacterController.KinematicCharacterMotor
CharacterSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f)KinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleBottomKinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleBottomHemiKinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleCenterKinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleTopKinematicCharacterController.KinematicCharacterMotor
CharacterTransformToCapsuleTopHemiKinematicCharacterController.KinematicCharacterMotor
CharacterUpKinematicCharacterController.KinematicCharacterMotor
CheckMovementInitialOverlapsKinematicCharacterController.KinematicCharacterMotor
CollidableLayersKinematicCharacterController.KinematicCharacterMotor
CollisionOffset (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
ComputeCollisionResolutionForHitBody(Vector3 hitNormal, Vector3 characterVelocity, Vector3 bodyVelocity, float characterToBodyMassRatio, out Vector3 velocityChangeOnCharacter, out Vector3 velocityChangeOnBody) (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
CorrelationForVerticalObstruction (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
DiscreteCollisionEventsKinematicCharacterController.KinematicCharacterMotor
EvaluateHitStability(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, Vector3 withCharacterVelocity, ref HitStabilityReport stabilityReport)KinematicCharacterController.KinematicCharacterMotor
ExtraStepHeightPadding (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
ExtraSteppingForwardDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
ForceUnground(float time=0.1f)KinematicCharacterController.KinematicCharacterMotor
GetDirectionTangentToSurface(Vector3 direction, Vector3 surfaceNormal)KinematicCharacterController.KinematicCharacterMotor
GetState()KinematicCharacterController.KinematicCharacterMotor
GetVelocityForMovePosition(Vector3 fromPosition, Vector3 toPosition, float deltaTime)KinematicCharacterController.KinematicCharacterMotor
GetVelocityFromMovement(Vector3 movement, float deltaTime) (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
GetVelocityFromRigidbodyMovement(Rigidbody interactiveRigidbody, Vector3 atPoint, float deltaTime)KinematicCharacterController.KinematicCharacterMotor
GroundDetectionExtraDistanceKinematicCharacterController.KinematicCharacterMotor
GroundingStatusKinematicCharacterController.KinematicCharacterMotor
GroundProbeReboundDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
GroundProbingBackstepDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
HandleSimulatedRigidbodyInteraction(ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime)KinematicCharacterController.KinematicCharacterMotorvirtual
HandleVelocityProjection(ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit)KinematicCharacterController.KinematicCharacterMotorvirtual
HasPlanarConstraintKinematicCharacterController.KinematicCharacterMotor
IndexInCharacterSystemKinematicCharacterController.KinematicCharacterMotor
InitialSimulationPositionKinematicCharacterController.KinematicCharacterMotor
InitialSimulationRotationKinematicCharacterController.KinematicCharacterMotor
InitialTickPositionKinematicCharacterController.KinematicCharacterMotor
InitialTickRotationKinematicCharacterController.KinematicCharacterMotor
InteractiveRigidbodyHandlingKinematicCharacterController.KinematicCharacterMotor
KillRemainingMovementWhenExceedMaxMovementIterationsKinematicCharacterController.KinematicCharacterMotor
KillVelocityWhenExceedMaxMovementIterationsKinematicCharacterController.KinematicCharacterMotor
LastGroundingStatusKinematicCharacterController.KinematicCharacterMotor
LastMovementIterationFoundAnyGroundKinematicCharacterController.KinematicCharacterMotor
LedgeAndDenivelationHandlingKinematicCharacterController.KinematicCharacterMotor
MaxCollisionBudget (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxDecollisionIterationsKinematicCharacterController.KinematicCharacterMotor
MaxGroundingSweepIterations (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxHitsBudget (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxMovementIterationsKinematicCharacterController.KinematicCharacterMotor
MaxRigidbodyOverlapsCount (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxStableDenivelationAngleKinematicCharacterController.KinematicCharacterMotor
MaxStableDistanceFromLedgeKinematicCharacterController.KinematicCharacterMotor
MaxStableSlopeAngleKinematicCharacterController.KinematicCharacterMotor
MaxStepHeightKinematicCharacterController.KinematicCharacterMotor
MaxSteppingSweepIterations (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MaxVelocityForLedgeSnapKinematicCharacterController.KinematicCharacterMotor
MinDistanceForLedge (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MinimumGroundProbingDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MinRequiredStepDepthKinematicCharacterController.KinematicCharacterMotor
MinVelocityMagnitude (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
MoveCharacter(Vector3 toPosition)KinematicCharacterController.KinematicCharacterMotor
MustUnground() (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
OverlapsKinematicCharacterController.KinematicCharacterMotor
OverlapsCountKinematicCharacterController.KinematicCharacterMotor
PlanarConstraintAxisKinematicCharacterController.KinematicCharacterMotor
PreserveAttachedRigidbodyMomentumKinematicCharacterController.KinematicCharacterMotor
ProbeGround(ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport)KinematicCharacterController.KinematicCharacterMotor
RigidbodyInteractionTypeKinematicCharacterController.KinematicCharacterMotor
RotateCharacter(Quaternion toRotation)KinematicCharacterController.KinematicCharacterMotor
SecondaryProbesHorizontal (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
SecondaryProbesVertical (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
SetCapsuleCollisionsActivation(bool collisionsActive)KinematicCharacterController.KinematicCharacterMotor
SetCapsuleDimensions(float radius, float height, float yOffset)KinematicCharacterController.KinematicCharacterMotor
SetGroundSolvingActivation(bool stabilitySolvingActive)KinematicCharacterController.KinematicCharacterMotor
SetMovementCollisionsSolvingActivation(bool movementCollisionsSolvingActive)KinematicCharacterController.KinematicCharacterMotor
SetPosition(Vector3 position, bool bypassInterpolation=true)KinematicCharacterController.KinematicCharacterMotor
SetPositionAndRotation(Vector3 position, Quaternion rotation, bool bypassInterpolation=true)KinematicCharacterController.KinematicCharacterMotor
SetRotation(Quaternion rotation, bool bypassInterpolation=true)KinematicCharacterController.KinematicCharacterMotor
SetTransientPosition(Vector3 newPos) (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
SimulatedCharacterMass (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotor
StableGroundLayersKinematicCharacterController.KinematicCharacterMotor
StepHandlingKinematicCharacterController.KinematicCharacterMotor
SteppingForwardDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
SweepProbingBackstepDistance (defined in KinematicCharacterController.KinematicCharacterMotor)KinematicCharacterController.KinematicCharacterMotorstatic
TransformKinematicCharacterController.KinematicCharacterMotor
TransientPositionKinematicCharacterController.KinematicCharacterMotor
TransientRotationKinematicCharacterController.KinematicCharacterMotor
UpdatePhase1(float deltaTime)KinematicCharacterController.KinematicCharacterMotor
UpdatePhase2(float deltaTime)KinematicCharacterController.KinematicCharacterMotor
ValidateData()KinematicCharacterController.KinematicCharacterMotor
VelocityKinematicCharacterController.KinematicCharacterMotor