Kinematic Character Controller
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Component that manages character collisions and movement solving More...
Inherits MonoBehaviour.
Public Member Functions | |
void | ValidateData () |
Handle validating all required values More... | |
void | SetCapsuleCollisionsActivation (bool collisionsActive) |
Sets whether or not the capsule collider will detect collisions More... | |
void | SetMovementCollisionsSolvingActivation (bool movementCollisionsSolvingActive) |
Sets whether or not the motor will solve collisions when moving (or moved onto) More... | |
void | SetGroundSolvingActivation (bool stabilitySolvingActive) |
Sets whether or not grounding will be evaluated for all hits More... | |
void | SetPosition (Vector3 position, bool bypassInterpolation=true) |
Sets the character's position directly More... | |
void | SetRotation (Quaternion rotation, bool bypassInterpolation=true) |
Sets the character's rotation directly More... | |
void | SetPositionAndRotation (Vector3 position, Quaternion rotation, bool bypassInterpolation=true) |
Sets the character's position and rotation directly More... | |
void | MoveCharacter (Vector3 toPosition) |
Moves the character position, taking all movement collision solving int account. The actual move is done the next time the motor updates are called More... | |
void | RotateCharacter (Quaternion toRotation) |
Moves the character rotation. The actual move is done the next time the motor updates are called More... | |
KinematicCharacterMotorState | GetState () |
Returns all the state information of the motor that is pertinent for simulation More... | |
void | ApplyState (KinematicCharacterMotorState state, bool bypassInterpolation=true) |
Applies a motor state instantly More... | |
void | SetCapsuleDimensions (float radius, float height, float yOffset) |
Resizes capsule. ALso caches importand capsule size data More... | |
void | UpdatePhase1 (float deltaTime) |
Update phase 1 is meant to be called after physics movers have calculated their velocities, but before they have simulated their goal positions/rotations. It is responsible for: More... | |
void | UpdatePhase2 (float deltaTime) |
Update phase 2 is meant to be called after physics movers have simulated their goal positions/rotations. At the end of this, the TransientPosition/Rotation values will be up-to-date with where the motor should be at the end of its move. It is responsible for: More... | |
void | ProbeGround (ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport) |
Probes for valid ground and midifies the input transientPosition if ground snapping occurs More... | |
void | ForceUnground (float time=0.1f) |
Forces the character to unground itself on its next grounding update More... | |
bool | MustUnground () |
Vector3 | GetDirectionTangentToSurface (Vector3 direction, Vector3 surfaceNormal) |
Returns the direction adjusted to be tangent to a specified surface normal relatively to the character's up direction. Useful for reorienting a direction on a slope without any lateral deviation in trajectory More... | |
void | SetTransientPosition (Vector3 newPos) |
virtual void | HandleVelocityProjection (ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit) |
Allows you to override the way velocity is projected on an obstruction More... | |
virtual void | HandleSimulatedRigidbodyInteraction (ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime) |
Allows you to override the way hit rigidbodies are pushed / interacted with. ProcessedVelocity is what must be modified if this interaction affects the character's velocity. More... | |
void | ComputeCollisionResolutionForHitBody (Vector3 hitNormal, Vector3 characterVelocity, Vector3 bodyVelocity, float characterToBodyMassRatio, out Vector3 velocityChangeOnCharacter, out Vector3 velocityChangeOnBody) |
void | EvaluateHitStability (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, Vector3 withCharacterVelocity, ref HitStabilityReport stabilityReport) |
Determines if the motor is considered stable on a given hit More... | |
Vector3 | GetVelocityFromRigidbodyMovement (Rigidbody interactiveRigidbody, Vector3 atPoint, float deltaTime) |
Get true linear velocity (taking into account rotational velocity) on a given point of a rigidbody More... | |
Vector3 | GetVelocityForMovePosition (Vector3 fromPosition, Vector3 toPosition, float deltaTime) |
Calculates the velocity required to move the character to the target position over a specific deltaTime. Useful for when you wish to work with positions rather than velocities in the UpdateVelocity callback More... | |
Vector3 | GetVelocityFromMovement (Vector3 movement, float deltaTime) |
int | CharacterCollisionsOverlap (Vector3 position, Quaternion rotation, Collider[] overlappedColliders, float inflate=0f, bool acceptOnlyStableGroundLayer=false) |
Detect if the character capsule is overlapping with anything collidable More... | |
int | CharacterOverlap (Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f) |
Detect if the character capsule is overlapping with anything More... | |
int | CharacterCollisionsSweep (Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, float inflate=0f, bool acceptOnlyStableGroundLayer=false) |
Sweeps the capsule's volume to detect collision hits More... | |
int | CharacterSweep (Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate=0f) |
Sweeps the capsule's volume to detect hits More... | |
int | CharacterCollisionsRaycast (Vector3 position, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, bool acceptOnlyStableGroundLayer=false) |
Raycasts to detect collision hits More... | |
Public Attributes | |
CapsuleCollider | Capsule |
The capsule collider of this motor More... | |
float | GroundDetectionExtraDistance = 0f |
Increases the range of ground detection, to allow snapping to ground at very high speeds More... | |
float | MaxStableSlopeAngle = 60f |
Maximum slope angle on which the character can be stable More... | |
LayerMask | StableGroundLayers = -1 |
Which layers can the character be considered stable on More... | |
bool | DiscreteCollisionEvents = false |
Notifies the Character Controller when discrete collisions are detected More... | |
StepHandlingMethod | StepHandling = StepHandlingMethod.Standard |
Handles properly detecting grounding status on steps, but has a performance cost. More... | |
float | MaxStepHeight = 0.5f |
Maximum height of a step which the character can climb More... | |
bool | AllowSteppingWithoutStableGrounding = false |
Can the character step up obstacles even if it is not currently stable? More... | |
float | MinRequiredStepDepth = 0.1f |
Minimum length of a step that the character can step on (used in Extra stepping method. Use this to let the character step on steps that are smaller that its radius More... | |
bool | LedgeAndDenivelationHandling = true |
Handles properly detecting ledge information and grounding status, but has a performance cost. More... | |
float | MaxStableDistanceFromLedge = 0.5f |
The distance from the capsule central axis at which the character can stand on a ledge and still be stable More... | |
float | MaxVelocityForLedgeSnap = 0f |
Prevents snapping to ground on ledges beyond a certain velocity More... | |
float | MaxStableDenivelationAngle = 180f |
The maximun downward slope angle change that the character can be subjected to and still be snapping to the ground More... | |
bool | InteractiveRigidbodyHandling = true |
Handles properly being pushed by and standing on PhysicsMovers or dynamic rigidbodies. Also handles pushing dynamic rigidbodies More... | |
RigidbodyInteractionType | RigidbodyInteractionType |
How the character interacts with non-kinematic rigidbodies. "Kinematic" mode means the character pushes the rigidbodies with infinite force (as a kinematic body would). "SimulatedDynamic" pushes the rigidbodies with a simulated mass value. More... | |
float | SimulatedCharacterMass = 1f |
bool | PreserveAttachedRigidbodyMomentum = true |
Determines if the character preserves moving platform velocities when de-grounding from them More... | |
bool | HasPlanarConstraint = false |
Determines if the character's movement uses the planar constraint More... | |
Vector3 | PlanarConstraintAxis = Vector3.forward |
Defines the plane that the character's movement is constrained on, if HasMovementConstraintPlane is active More... | |
int | MaxMovementIterations = 5 |
How many times can we sweep for movement per update More... | |
int | MaxDecollisionIterations = 1 |
How many times can we check for decollision per update More... | |
bool | CheckMovementInitialOverlaps = true |
Checks for overlaps before casting movement, making sure all collisions are detected even when already intersecting geometry (has a performance cost, but provides safety against tunneling through colliders) More... | |
bool | KillVelocityWhenExceedMaxMovementIterations = true |
Sets the velocity to zero if exceed max movement iterations More... | |
bool | KillRemainingMovementWhenExceedMaxMovementIterations = true |
Sets the remaining movement to zero if exceed max movement iterations More... | |
CharacterGroundingReport | GroundingStatus = new CharacterGroundingReport() |
Contains the current grounding information More... | |
CharacterTransientGroundingReport | LastGroundingStatus = new CharacterTransientGroundingReport() |
Contains the previous grounding information More... | |
LayerMask | CollidableLayers = -1 |
Specifies the LayerMask that the character's movement algorithm can detect collisions with. By default, this uses the rigidbody's layer's collision matrix More... | |
ICharacterController | CharacterController |
The motor's assigned controller More... | |
bool | LastMovementIterationFoundAnyGround |
Did the motor's last swept collision detection find a ground? More... | |
int | IndexInCharacterSystem |
Index of this motor in KinematicCharacterSystem arrays More... | |
Vector3 | InitialTickPosition |
Remembers initial position before all simulation are done More... | |
Quaternion | InitialTickRotation |
Remembers initial rotation before all simulation are done More... | |
Rigidbody | AttachedRigidbodyOverride |
Specifies a Rigidbody to stay attached to More... | |
Vector3 | BaseVelocity |
The character's velocity resulting from direct movement More... | |
Properties | |
Transform | Transform [get] |
The Transform of the character motor More... | |
Vector3 | TransientPosition [get] |
The character's goal position in its movement calculations (always up-to-date during the character update phase) More... | |
Vector3 | CharacterUp [get] |
The character's up direction (always up-to-date during the character update phase) More... | |
Vector3 | CharacterForward [get] |
The character's forward direction (always up-to-date during the character update phase) More... | |
Vector3 | CharacterRight [get] |
The character's right direction (always up-to-date during the character update phase) More... | |
Vector3 | InitialSimulationPosition [get] |
The character's position before the movement calculations began More... | |
Quaternion | InitialSimulationRotation [get] |
The character's rotation before the movement calculations began More... | |
Rigidbody | AttachedRigidbody [get] |
Represents the Rigidbody to stay attached to More... | |
Vector3 | CharacterTransformToCapsuleCenter [get] |
Vector3 from the character transform position to the capsule center More... | |
Vector3 | CharacterTransformToCapsuleBottom [get] |
Vector3 from the character transform position to the capsule bottom More... | |
Vector3 | CharacterTransformToCapsuleTop [get] |
Vector3 from the character transform position to the capsule top More... | |
Vector3 | CharacterTransformToCapsuleBottomHemi [get] |
Vector3 from the character transform position to the capsule bottom hemi center More... | |
Vector3 | CharacterTransformToCapsuleTopHemi [get] |
Vector3 from the character transform position to the capsule top hemi center More... | |
Vector3 | AttachedRigidbodyVelocity [get] |
The character's velocity resulting from standing on rigidbodies or PhysicsMover More... | |
int | OverlapsCount [get] |
The number of overlaps detected so far during character update (is reset at the beginning of the update) More... | |
OverlapResult[] | Overlaps [get] |
The overlaps detected so far during character update More... | |
Quaternion | TransientRotation [get] |
The character's goal rotation in its movement calculations (always up-to-date during the character update phase) More... | |
Vector3 | Velocity [get] |
The character's total velocity, including velocity from standing on rigidbodies or PhysicsMover More... | |
Component that manages character collisions and movement solving
void KinematicCharacterController.KinematicCharacterMotor.ApplyState | ( | KinematicCharacterMotorState | state, |
bool | bypassInterpolation = true |
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Applies a motor state instantly
int KinematicCharacterController.KinematicCharacterMotor.CharacterCollisionsOverlap | ( | Vector3 | position, |
Quaternion | rotation, | ||
Collider[] | overlappedColliders, | ||
float | inflate = 0f , |
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bool | acceptOnlyStableGroundLayer = false |
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Detect if the character capsule is overlapping with anything collidable
int KinematicCharacterController.KinematicCharacterMotor.CharacterCollisionsRaycast | ( | Vector3 | position, |
Vector3 | direction, | ||
float | distance, | ||
out RaycastHit | closestHit, | ||
RaycastHit[] | hits, | ||
bool | acceptOnlyStableGroundLayer = false |
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) |
Raycasts to detect collision hits
int KinematicCharacterController.KinematicCharacterMotor.CharacterCollisionsSweep | ( | Vector3 | position, |
Quaternion | rotation, | ||
Vector3 | direction, | ||
float | distance, | ||
out RaycastHit | closestHit, | ||
RaycastHit[] | hits, | ||
float | inflate = 0f , |
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bool | acceptOnlyStableGroundLayer = false |
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) |
Sweeps the capsule's volume to detect collision hits
int KinematicCharacterController.KinematicCharacterMotor.CharacterOverlap | ( | Vector3 | position, |
Quaternion | rotation, | ||
Collider[] | overlappedColliders, | ||
LayerMask | layers, | ||
QueryTriggerInteraction | triggerInteraction, | ||
float | inflate = 0f |
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) |
Detect if the character capsule is overlapping with anything
int KinematicCharacterController.KinematicCharacterMotor.CharacterSweep | ( | Vector3 | position, |
Quaternion | rotation, | ||
Vector3 | direction, | ||
float | distance, | ||
out RaycastHit | closestHit, | ||
RaycastHit[] | hits, | ||
LayerMask | layers, | ||
QueryTriggerInteraction | triggerInteraction, | ||
float | inflate = 0f |
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) |
Sweeps the capsule's volume to detect hits
void KinematicCharacterController.KinematicCharacterMotor.EvaluateHitStability | ( | Collider | hitCollider, |
Vector3 | hitNormal, | ||
Vector3 | hitPoint, | ||
Vector3 | atCharacterPosition, | ||
Quaternion | atCharacterRotation, | ||
Vector3 | withCharacterVelocity, | ||
ref HitStabilityReport | stabilityReport | ||
) |
Determines if the motor is considered stable on a given hit
void KinematicCharacterController.KinematicCharacterMotor.ForceUnground | ( | float | time = 0.1f | ) |
Forces the character to unground itself on its next grounding update
Vector3 KinematicCharacterController.KinematicCharacterMotor.GetDirectionTangentToSurface | ( | Vector3 | direction, |
Vector3 | surfaceNormal | ||
) |
Returns the direction adjusted to be tangent to a specified surface normal relatively to the character's up direction. Useful for reorienting a direction on a slope without any lateral deviation in trajectory
KinematicCharacterMotorState KinematicCharacterController.KinematicCharacterMotor.GetState | ( | ) |
Returns all the state information of the motor that is pertinent for simulation
Vector3 KinematicCharacterController.KinematicCharacterMotor.GetVelocityForMovePosition | ( | Vector3 | fromPosition, |
Vector3 | toPosition, | ||
float | deltaTime | ||
) |
Calculates the velocity required to move the character to the target position over a specific deltaTime. Useful for when you wish to work with positions rather than velocities in the UpdateVelocity callback
Vector3 KinematicCharacterController.KinematicCharacterMotor.GetVelocityFromRigidbodyMovement | ( | Rigidbody | interactiveRigidbody, |
Vector3 | atPoint, | ||
float | deltaTime | ||
) |
Get true linear velocity (taking into account rotational velocity) on a given point of a rigidbody
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Allows you to override the way hit rigidbodies are pushed / interacted with. ProcessedVelocity is what must be modified if this interaction affects the character's velocity.
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virtual |
Allows you to override the way velocity is projected on an obstruction
void KinematicCharacterController.KinematicCharacterMotor.MoveCharacter | ( | Vector3 | toPosition | ) |
Moves the character position, taking all movement collision solving int account. The actual move is done the next time the motor updates are called
void KinematicCharacterController.KinematicCharacterMotor.ProbeGround | ( | ref Vector3 | probingPosition, |
Quaternion | atRotation, | ||
float | probingDistance, | ||
ref CharacterGroundingReport | groundingReport | ||
) |
Probes for valid ground and midifies the input transientPosition if ground snapping occurs
void KinematicCharacterController.KinematicCharacterMotor.RotateCharacter | ( | Quaternion | toRotation | ) |
Moves the character rotation. The actual move is done the next time the motor updates are called
void KinematicCharacterController.KinematicCharacterMotor.SetCapsuleCollisionsActivation | ( | bool | collisionsActive | ) |
Sets whether or not the capsule collider will detect collisions
void KinematicCharacterController.KinematicCharacterMotor.SetCapsuleDimensions | ( | float | radius, |
float | height, | ||
float | yOffset | ||
) |
Resizes capsule. ALso caches importand capsule size data
void KinematicCharacterController.KinematicCharacterMotor.SetGroundSolvingActivation | ( | bool | stabilitySolvingActive | ) |
Sets whether or not grounding will be evaluated for all hits
void KinematicCharacterController.KinematicCharacterMotor.SetMovementCollisionsSolvingActivation | ( | bool | movementCollisionsSolvingActive | ) |
Sets whether or not the motor will solve collisions when moving (or moved onto)
void KinematicCharacterController.KinematicCharacterMotor.SetPosition | ( | Vector3 | position, |
bool | bypassInterpolation = true |
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) |
Sets the character's position directly
void KinematicCharacterController.KinematicCharacterMotor.SetPositionAndRotation | ( | Vector3 | position, |
Quaternion | rotation, | ||
bool | bypassInterpolation = true |
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) |
Sets the character's position and rotation directly
void KinematicCharacterController.KinematicCharacterMotor.SetRotation | ( | Quaternion | rotation, |
bool | bypassInterpolation = true |
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) |
Sets the character's rotation directly
void KinematicCharacterController.KinematicCharacterMotor.UpdatePhase1 | ( | float | deltaTime | ) |
Update phase 1 is meant to be called after physics movers have calculated their velocities, but before they have simulated their goal positions/rotations. It is responsible for:
void KinematicCharacterController.KinematicCharacterMotor.UpdatePhase2 | ( | float | deltaTime | ) |
Update phase 2 is meant to be called after physics movers have simulated their goal positions/rotations. At the end of this, the TransientPosition/Rotation values will be up-to-date with where the motor should be at the end of its move. It is responsible for:
void KinematicCharacterController.KinematicCharacterMotor.ValidateData | ( | ) |
Handle validating all required values
bool KinematicCharacterController.KinematicCharacterMotor.AllowSteppingWithoutStableGrounding = false |
Can the character step up obstacles even if it is not currently stable?
Rigidbody KinematicCharacterController.KinematicCharacterMotor.AttachedRigidbodyOverride |
Specifies a Rigidbody to stay attached to
Vector3 KinematicCharacterController.KinematicCharacterMotor.BaseVelocity |
The character's velocity resulting from direct movement
CapsuleCollider KinematicCharacterController.KinematicCharacterMotor.Capsule |
The capsule collider of this motor
ICharacterController KinematicCharacterController.KinematicCharacterMotor.CharacterController |
The motor's assigned controller
bool KinematicCharacterController.KinematicCharacterMotor.CheckMovementInitialOverlaps = true |
Checks for overlaps before casting movement, making sure all collisions are detected even when already intersecting geometry (has a performance cost, but provides safety against tunneling through colliders)
LayerMask KinematicCharacterController.KinematicCharacterMotor.CollidableLayers = -1 |
Specifies the LayerMask that the character's movement algorithm can detect collisions with. By default, this uses the rigidbody's layer's collision matrix
bool KinematicCharacterController.KinematicCharacterMotor.DiscreteCollisionEvents = false |
Notifies the Character Controller when discrete collisions are detected
float KinematicCharacterController.KinematicCharacterMotor.GroundDetectionExtraDistance = 0f |
Increases the range of ground detection, to allow snapping to ground at very high speeds
CharacterGroundingReport KinematicCharacterController.KinematicCharacterMotor.GroundingStatus = new CharacterGroundingReport() |
Contains the current grounding information
bool KinematicCharacterController.KinematicCharacterMotor.HasPlanarConstraint = false |
Determines if the character's movement uses the planar constraint
int KinematicCharacterController.KinematicCharacterMotor.IndexInCharacterSystem |
Index of this motor in KinematicCharacterSystem arrays
Vector3 KinematicCharacterController.KinematicCharacterMotor.InitialTickPosition |
Remembers initial position before all simulation are done
Quaternion KinematicCharacterController.KinematicCharacterMotor.InitialTickRotation |
Remembers initial rotation before all simulation are done
bool KinematicCharacterController.KinematicCharacterMotor.InteractiveRigidbodyHandling = true |
Handles properly being pushed by and standing on PhysicsMovers or dynamic rigidbodies. Also handles pushing dynamic rigidbodies
bool KinematicCharacterController.KinematicCharacterMotor.KillRemainingMovementWhenExceedMaxMovementIterations = true |
Sets the remaining movement to zero if exceed max movement iterations
bool KinematicCharacterController.KinematicCharacterMotor.KillVelocityWhenExceedMaxMovementIterations = true |
Sets the velocity to zero if exceed max movement iterations
CharacterTransientGroundingReport KinematicCharacterController.KinematicCharacterMotor.LastGroundingStatus = new CharacterTransientGroundingReport() |
Contains the previous grounding information
bool KinematicCharacterController.KinematicCharacterMotor.LastMovementIterationFoundAnyGround |
Did the motor's last swept collision detection find a ground?
bool KinematicCharacterController.KinematicCharacterMotor.LedgeAndDenivelationHandling = true |
Handles properly detecting ledge information and grounding status, but has a performance cost.
int KinematicCharacterController.KinematicCharacterMotor.MaxDecollisionIterations = 1 |
How many times can we check for decollision per update
int KinematicCharacterController.KinematicCharacterMotor.MaxMovementIterations = 5 |
How many times can we sweep for movement per update
float KinematicCharacterController.KinematicCharacterMotor.MaxStableDenivelationAngle = 180f |
The maximun downward slope angle change that the character can be subjected to and still be snapping to the ground
float KinematicCharacterController.KinematicCharacterMotor.MaxStableDistanceFromLedge = 0.5f |
The distance from the capsule central axis at which the character can stand on a ledge and still be stable
float KinematicCharacterController.KinematicCharacterMotor.MaxStableSlopeAngle = 60f |
Maximum slope angle on which the character can be stable
float KinematicCharacterController.KinematicCharacterMotor.MaxStepHeight = 0.5f |
Maximum height of a step which the character can climb
float KinematicCharacterController.KinematicCharacterMotor.MaxVelocityForLedgeSnap = 0f |
Prevents snapping to ground on ledges beyond a certain velocity
float KinematicCharacterController.KinematicCharacterMotor.MinRequiredStepDepth = 0.1f |
Minimum length of a step that the character can step on (used in Extra stepping method. Use this to let the character step on steps that are smaller that its radius
Vector3 KinematicCharacterController.KinematicCharacterMotor.PlanarConstraintAxis = Vector3.forward |
Defines the plane that the character's movement is constrained on, if HasMovementConstraintPlane is active
bool KinematicCharacterController.KinematicCharacterMotor.PreserveAttachedRigidbodyMomentum = true |
Determines if the character preserves moving platform velocities when de-grounding from them
RigidbodyInteractionType KinematicCharacterController.KinematicCharacterMotor.RigidbodyInteractionType |
How the character interacts with non-kinematic rigidbodies. "Kinematic" mode means the character pushes the rigidbodies with infinite force (as a kinematic body would). "SimulatedDynamic" pushes the rigidbodies with a simulated mass value.
LayerMask KinematicCharacterController.KinematicCharacterMotor.StableGroundLayers = -1 |
Which layers can the character be considered stable on
StepHandlingMethod KinematicCharacterController.KinematicCharacterMotor.StepHandling = StepHandlingMethod.Standard |
Handles properly detecting grounding status on steps, but has a performance cost.
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Represents the Rigidbody to stay attached to
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The character's velocity resulting from standing on rigidbodies or PhysicsMover
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The character's forward direction (always up-to-date during the character update phase)
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The character's right direction (always up-to-date during the character update phase)
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Vector3 from the character transform position to the capsule bottom
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Vector3 from the character transform position to the capsule bottom hemi center
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Vector3 from the character transform position to the capsule center
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Vector3 from the character transform position to the capsule top
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Vector3 from the character transform position to the capsule top hemi center
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The character's up direction (always up-to-date during the character update phase)
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The character's position before the movement calculations began
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The character's rotation before the movement calculations began
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The overlaps detected so far during character update
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The number of overlaps detected so far during character update (is reset at the beginning of the update)
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The Transform of the character motor
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The character's goal position in its movement calculations (always up-to-date during the character update phase)
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The character's goal rotation in its movement calculations (always up-to-date during the character update phase)
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The character's total velocity, including velocity from standing on rigidbodies or PhysicsMover