Kinematic Character Controller
Public Member Functions | List of all members
KinematicCharacterController.ICharacterController Interface Reference

Public Member Functions

void UpdateRotation (ref Quaternion currentRotation, float deltaTime)
 This is called when the motor wants to know what its rotation should be right now More...
 
void UpdateVelocity (ref Vector3 currentVelocity, float deltaTime)
 This is called when the motor wants to know what its velocity should be right now More...
 
void BeforeCharacterUpdate (float deltaTime)
 This is called before the motor does anything More...
 
void PostGroundingUpdate (float deltaTime)
 This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling More...
 
void AfterCharacterUpdate (float deltaTime)
 This is called after the motor has finished everything in its update More...
 
bool IsColliderValidForCollisions (Collider coll)
 This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) More...
 
void OnGroundHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
 This is called when the motor's ground probing detects a ground hit More...
 
void OnMovementHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
 This is called when the motor's movement logic detects a hit More...
 
void ProcessHitStabilityReport (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
 This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking More...
 
void OnDiscreteCollisionDetected (Collider hitCollider)
 This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving) More...
 

Member Function Documentation

◆ AfterCharacterUpdate()

void KinematicCharacterController.ICharacterController.AfterCharacterUpdate ( float  deltaTime)

This is called after the motor has finished everything in its update

◆ BeforeCharacterUpdate()

void KinematicCharacterController.ICharacterController.BeforeCharacterUpdate ( float  deltaTime)

This is called before the motor does anything

◆ IsColliderValidForCollisions()

bool KinematicCharacterController.ICharacterController.IsColliderValidForCollisions ( Collider  coll)

This is called after when the motor wants to know if the collider can be collided with (or if we just go through it)

◆ OnDiscreteCollisionDetected()

void KinematicCharacterController.ICharacterController.OnDiscreteCollisionDetected ( Collider  hitCollider)

This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving)

◆ OnGroundHit()

void KinematicCharacterController.ICharacterController.OnGroundHit ( Collider  hitCollider,
Vector3  hitNormal,
Vector3  hitPoint,
ref HitStabilityReport  hitStabilityReport 
)

This is called when the motor's ground probing detects a ground hit

◆ OnMovementHit()

void KinematicCharacterController.ICharacterController.OnMovementHit ( Collider  hitCollider,
Vector3  hitNormal,
Vector3  hitPoint,
ref HitStabilityReport  hitStabilityReport 
)

This is called when the motor's movement logic detects a hit

◆ PostGroundingUpdate()

void KinematicCharacterController.ICharacterController.PostGroundingUpdate ( float  deltaTime)

This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling

◆ ProcessHitStabilityReport()

void KinematicCharacterController.ICharacterController.ProcessHitStabilityReport ( Collider  hitCollider,
Vector3  hitNormal,
Vector3  hitPoint,
Vector3  atCharacterPosition,
Quaternion  atCharacterRotation,
ref HitStabilityReport  hitStabilityReport 
)

This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking

◆ UpdateRotation()

void KinematicCharacterController.ICharacterController.UpdateRotation ( ref Quaternion  currentRotation,
float  deltaTime 
)

This is called when the motor wants to know what its rotation should be right now

◆ UpdateVelocity()

void KinematicCharacterController.ICharacterController.UpdateVelocity ( ref Vector3  currentVelocity,
float  deltaTime 
)

This is called when the motor wants to know what its velocity should be right now


The documentation for this interface was generated from the following file: