AllowSteppingWithoutStableGrounding | KinematicCharacterController.KinematicCharacterMotor | |
ApplyState(KinematicCharacterMotorState state, bool bypassInterpolation=true) | KinematicCharacterController.KinematicCharacterMotor | |
AttachedRigidbody | KinematicCharacterController.KinematicCharacterMotor | |
AttachedRigidbodyOverride | KinematicCharacterController.KinematicCharacterMotor | |
AttachedRigidbodyVelocity | KinematicCharacterController.KinematicCharacterMotor | |
BaseVelocity | KinematicCharacterController.KinematicCharacterMotor | |
Capsule | KinematicCharacterController.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 | |
CharacterController | KinematicCharacterController.KinematicCharacterMotor | |
CharacterForward | KinematicCharacterController.KinematicCharacterMotor | |
CharacterOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f) | KinematicCharacterController.KinematicCharacterMotor | |
CharacterRight | KinematicCharacterController.KinematicCharacterMotor | |
CharacterSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f) | KinematicCharacterController.KinematicCharacterMotor | |
CharacterTransformToCapsuleBottom | KinematicCharacterController.KinematicCharacterMotor | |
CharacterTransformToCapsuleBottomHemi | KinematicCharacterController.KinematicCharacterMotor | |
CharacterTransformToCapsuleCenter | KinematicCharacterController.KinematicCharacterMotor | |
CharacterTransformToCapsuleTop | KinematicCharacterController.KinematicCharacterMotor | |
CharacterTransformToCapsuleTopHemi | KinematicCharacterController.KinematicCharacterMotor | |
CharacterUp | KinematicCharacterController.KinematicCharacterMotor | |
CheckMovementInitialOverlaps | KinematicCharacterController.KinematicCharacterMotor | |
CollidableLayers | KinematicCharacterController.KinematicCharacterMotor | |
CollisionOffset (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
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.KinematicCharacterMotor | static |
DiscreteCollisionEvents | KinematicCharacterController.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.KinematicCharacterMotor | static |
ExtraSteppingForwardDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
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 | |
GroundDetectionExtraDistance | KinematicCharacterController.KinematicCharacterMotor | |
GroundingStatus | KinematicCharacterController.KinematicCharacterMotor | |
GroundProbeReboundDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
GroundProbingBackstepDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
HandleSimulatedRigidbodyInteraction(ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime) | KinematicCharacterController.KinematicCharacterMotor | virtual |
HandleVelocityProjection(ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit) | KinematicCharacterController.KinematicCharacterMotor | virtual |
HasPlanarConstraint | KinematicCharacterController.KinematicCharacterMotor | |
IndexInCharacterSystem | KinematicCharacterController.KinematicCharacterMotor | |
InitialSimulationPosition | KinematicCharacterController.KinematicCharacterMotor | |
InitialSimulationRotation | KinematicCharacterController.KinematicCharacterMotor | |
InitialTickPosition | KinematicCharacterController.KinematicCharacterMotor | |
InitialTickRotation | KinematicCharacterController.KinematicCharacterMotor | |
InteractiveRigidbodyHandling | KinematicCharacterController.KinematicCharacterMotor | |
KillRemainingMovementWhenExceedMaxMovementIterations | KinematicCharacterController.KinematicCharacterMotor | |
KillVelocityWhenExceedMaxMovementIterations | KinematicCharacterController.KinematicCharacterMotor | |
LastGroundingStatus | KinematicCharacterController.KinematicCharacterMotor | |
LastMovementIterationFoundAnyGround | KinematicCharacterController.KinematicCharacterMotor | |
LedgeAndDenivelationHandling | KinematicCharacterController.KinematicCharacterMotor | |
MaxCollisionBudget (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
MaxDecollisionIterations | KinematicCharacterController.KinematicCharacterMotor | |
MaxGroundingSweepIterations (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
MaxHitsBudget (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
MaxMovementIterations | KinematicCharacterController.KinematicCharacterMotor | |
MaxRigidbodyOverlapsCount (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
MaxStableDenivelationAngle | KinematicCharacterController.KinematicCharacterMotor | |
MaxStableDistanceFromLedge | KinematicCharacterController.KinematicCharacterMotor | |
MaxStableSlopeAngle | KinematicCharacterController.KinematicCharacterMotor | |
MaxStepHeight | KinematicCharacterController.KinematicCharacterMotor | |
MaxSteppingSweepIterations (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
MaxVelocityForLedgeSnap | KinematicCharacterController.KinematicCharacterMotor | |
MinDistanceForLedge (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
MinimumGroundProbingDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
MinRequiredStepDepth | KinematicCharacterController.KinematicCharacterMotor | |
MinVelocityMagnitude (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
MoveCharacter(Vector3 toPosition) | KinematicCharacterController.KinematicCharacterMotor | |
MustUnground() (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | |
Overlaps | KinematicCharacterController.KinematicCharacterMotor | |
OverlapsCount | KinematicCharacterController.KinematicCharacterMotor | |
PlanarConstraintAxis | KinematicCharacterController.KinematicCharacterMotor | |
PreserveAttachedRigidbodyMomentum | KinematicCharacterController.KinematicCharacterMotor | |
ProbeGround(ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport) | KinematicCharacterController.KinematicCharacterMotor | |
RigidbodyInteractionType | KinematicCharacterController.KinematicCharacterMotor | |
RotateCharacter(Quaternion toRotation) | KinematicCharacterController.KinematicCharacterMotor | |
SecondaryProbesHorizontal (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
SecondaryProbesVertical (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
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 | |
StableGroundLayers | KinematicCharacterController.KinematicCharacterMotor | |
StepHandling | KinematicCharacterController.KinematicCharacterMotor | |
SteppingForwardDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
SweepProbingBackstepDistance (defined in KinematicCharacterController.KinematicCharacterMotor) | KinematicCharacterController.KinematicCharacterMotor | static |
Transform | KinematicCharacterController.KinematicCharacterMotor | |
TransientPosition | KinematicCharacterController.KinematicCharacterMotor | |
TransientRotation | KinematicCharacterController.KinematicCharacterMotor | |
UpdatePhase1(float deltaTime) | KinematicCharacterController.KinematicCharacterMotor | |
UpdatePhase2(float deltaTime) | KinematicCharacterController.KinematicCharacterMotor | |
ValidateData() | KinematicCharacterController.KinematicCharacterMotor | |
Velocity | KinematicCharacterController.KinematicCharacterMotor | |