class CharacterController
Allows collision contrained movement without the need for a rigidbody. This is not affected by forces and will only move when you call the Move() method.
public float Bounciness { get; set; }
When jumping into walls, should we bounce off or just stop dead?
public bool UseCollisionRules { get; set; }
If enabled, determine what to collide with using current project's collision rules for the of the containing .
public void Accelerate( Vector3 vector )
Add acceleration to the current velocity. No need to scale by time delta - it will be done inside.
public void ApplyFriction( float frictionAmount, float stopSpeed = 140 )
Apply an amount of friction to the current velocity. No need to scale by time delta - it will be done inside.
public SceneTraceResult TraceDirection( Vector3 direction )
Trace the controller's current position to the specified delta
public void Punch( ref Vector3 amount )
Disconnect from ground and punch our velocity. This is useful if you want the player to jump or something.
public void MoveTo( Vector3 targetPosition, bool useStep )
Move from our current position to this target position, but using tracing an sliding. This is good for different control modes like ladders and stuff.
public Vector3 LocalPosition { get; set; }
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public Transform LocalTransform { get; set; }
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public Guid Id { get; }
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public Vector3 LocalScale { get; set; }
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public T GetComponent( bool includeDisabled = False )
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public T GetOrAddComponent( bool startEnabled = True )
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public T AddComponent( bool startEnabled = True )
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public ComponentFlags Flags { get; set; }
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public Rotation LocalRotation { get; set; }
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public bool IsProxy { get; }
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public DebugOverlaySystem DebugOverlay { get; }
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public void Deserialize( JsonObject node )
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public void DeserializeImmediately( JsonObject node )
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public int ComponentVersion { get; }
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public Transform WorldTransform { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldScale { get; set; }
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public GameObject.NetworkAccessor Network { get; }
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public CharacterController( )
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public void DestroyGameObject( )
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public float Radius { get; set; }
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public float Height { get; set; }
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public float StepHeight { get; set; }
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public float GroundAngle { get; set; }
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public float Acceleration { get; set; }
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public TagSet IgnoreLayers { get; set; }
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public BBox BoundingBox { get; }
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public Vector3 Velocity { get; set; }
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public bool IsOnGround { get; set; }
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public GameObject GroundObject { get; set; }
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public Collider GroundCollider { get; set; }
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public void Move( )
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public Scene Scene { get; }
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public GameTransform Transform { get; }
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public GameObject GameObject { get; }
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public ComponentList Components { get; }
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public bool Enabled { get; set; }
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public bool Active { get; }
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public bool IsValid { get; }
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public Action OnComponentEnabled { get; set; }
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public Action OnComponentStart { get; set; }
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public Action OnComponentUpdate { get; set; }
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public Action OnComponentFixedUpdate { get; set; }
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public Action OnComponentDisabled { get; set; }
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public Action OnComponentDestroy { get; set; }
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public void Destroy( )
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public int GetHashCode( )
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public void Reset( )
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public ITagSet Tags { get; }
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public void EditLog( string name, object source )
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