class PlayerController
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public SkinnedModelRenderer Renderer { get; set; }
The body will usually be a child object with SkinnedModelRenderer
public bool ShowCreateBodyRenderer { get; }
If true we'll show the "create body" button
public float AimStrengthEyes { get; set; }
How strongly to look in the eye direction with our eyes
public float AimStrengthHead { get; set; }
How strongly to turn in the eye direction with our head
public float AimStrengthBody { get; set; }
How strongly to turn in the eye direction with our body
public void UpdateAnimation( SkinnedModelRenderer renderer )
Update the animation for this renderer. This will update the body rotation etc too.
public float BrakePower { get; set; }
We will apply extra friction when we're on the ground and our desired velocity is lower than our current velocity, so we will slow down.
public float AirFriction { get; set; }
How much friction to add when we're in the air. This will slow you down unless you have a wish velocity.
public Vector3 Velocity { get; }
Our actual physical velocity minus our ground velocity
public Vector3 GroundVelocity { get; set; }
The velocity that the ground underneath us is moving
public bool IsClimbing { get; set; }
Set to true when entering a climbing .
public bool IsSwimming { get; set; }
Set to true when entering a swimming .
public void Jump( Vector3 velocity )
Adds velocity in a special way. First we subtract any opposite velocity (ie, falling) then we add the velocity, but we clamp it to that direction. This means that if you jump when you're running up a platform, you don't get extra jump power.
public Angles EyeAngles { get; set; }
The direction we're looking.
public Vector3 EyePosition { get; }
The player's eye position, in first person mode
public Transform EyeTransform { get; }
The player's eye position, in first person mode
public bool IsDucking { get; set; }
True if this player is ducking
public float Headroom { get; set; }
The distance from the top of the head to to closest ceiling
public bool DebugFootsteps
Draw debug overlay on footsteps
public GameObject GroundObject { get; set; }
The object we're standing on. Null if we're standing on nothing.
public Component GroundComponent { get; set; }
The collider component we're standing on. Null if we're standing nothing
public Surface GroundSurface { get; set; }
If we're stnding on a surface this is it
public float GroundFriction { get; set; }
The friction property of the ground we're standing on.
public bool GroundIsDynamic { get; set; }
Are we standing on a surface that is physically dynamic
public TimeSince TimeSinceGrounded { get; }
Amount of time since this character was last on the ground
public TimeSince TimeSinceUngrounded { get; }
Amount of time since this character was last not on the ground
public void PreventGrounding( float seconds )
Prevent being grounded for a number of seconds
public float AccelerationTime { get; set; }
Amount of seconds it takes to get from your current speed to your requuested speed, if higher
public float DeaccelerationTime { get; set; }
Amount of seconds it takes to get from your current speed to your requuested speed, if lower
public string AltMoveButton { get; set; }
The button that the player will press to use to run
public bool RunByDefault { get; set; }
If true then the player will run by default, and holding AltMoveButton will switch to walk
public bool EnablePressing { get; set; }
Allows to player to interact with things by "use"ing them. Usually by pressing the "use" button.
public string UseButton { get; set; }
The button that the player will press to use things
public float ReachLength { get; set; }
How far from the eye can the player reach to use things
public bool UseLookControls { get; set; }
When true we'll move the camera around using the mouse
public float LookSensitivity { get; set; }
Allows modifying the eye angle sensitivity. Note that player preference sensitivity is already automatically applied, this is just extra.
public void UpdateDucking( bool wantsDuck )
Called during FixedUpdate when UseInputControls is enmabled. Will duck if requested. If not, and we're ducked, will unduck if there is room
public Component Hovered { get; set; }
The object we're currently looking at
public Component Pressed { get; set; }
The object we're currently using by holding down USE
public void StartPressing( Component obj )
Start pressing a target component. This is called automatically when Use is pressed.
public bool StepDebug { get; set; }
Enable debug overlays for this character
public BBox BodyBox( float scale = 1, float heightScale = 1 )
Return an aabb representing the body
public SceneTraceResult TraceBody( Vector3 from, Vector3 to, float scale = 1, float heightScale = 1 )
Trace the aabb body from one position to another and return the result
public GameObject CreateRagdoll( string name = Ragdoll )
Create a ragdoll gameobject version of our render body.
public DebugOverlaySystem DebugOverlay { get; }
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public ITagSet Tags { get; }
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public void EditLog( string name, object source )
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public void Reset( )
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public T AddComponent( bool startEnabled = True )
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public void Destroy( )
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public ComponentFlags Flags { get; set; }
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public Action OnComponentDisabled { get; set; }
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public Action OnComponentFixedUpdate { get; set; }
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public Action OnComponentUpdate { get; set; }
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public Action OnComponentStart { get; set; }
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public Action OnComponentEnabled { get; set; }
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public void DestroyGameObject( )
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public Action OnComponentDestroy { get; set; }
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public bool Active { get; }
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public T GetOrAddComponent( bool startEnabled = True )
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public int GetHashCode( )
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public bool Equals( object obj )
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public string ToString( )
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public Type GetType( )
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public Vector3 WorldScale { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Transform WorldTransform { get; set; }
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public int ComponentVersion { get; }
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public void DeserializeImmediately( JsonObject node )
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public void Deserialize( JsonObject node )
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public bool IsValid { get; }
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public GameObject.NetworkAccessor Network { get; }
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public Vector3 LocalScale { get; set; }
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public Rotation LocalRotation { get; set; }
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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 IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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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 bool IsProxy { get; }
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public T GetComponent( bool includeDisabled = False )
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public bool UseAnimatorControls { get; set; }
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public bool Enabled { get; set; }
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public float EyeDistanceFromTop { get; set; }
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public bool ThirdPerson { get; set; }
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public bool HideBodyInFirstPerson { get; set; }
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public bool RotateWithGround { get; set; }
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public bool UseFovFromPreferences { get; set; }
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public Vector3 CameraOffset { get; set; }
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public void PlayFootstepSound( Vector3 worldPosition, float volume, int foot )
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public string ToggleCameraModeButton { get; set; }
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public Rigidbody Body { get; set; }
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public CapsuleCollider BodyCollider { get; }
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public BoxCollider FeetCollider { get; }
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public GameObject ColliderObject { get; }
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public float BodyRadius { get; set; }
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public float BodyHeight { get; set; }
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public float BodyMass { get; set; }
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public float GroundYaw { get; set; }
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public TagSet BodyCollisionTags { get; set; }
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public bool ShowRigidbodyComponent { get; set; }
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public bool IsOnGround { get; }
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public bool UseCameraControls { get; set; }
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public Vector3 WishVelocity { get; set; }
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public MixerHandle FootstepMixer { get; set; }
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public ComponentList Components { get; }
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public GameObject GameObject { get; }
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public GameTransform Transform { get; }
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public Scene Scene { get; }
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public bool ShowColliderComponents { get; set; }
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public void StopPressing( )
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public void UpdateLookAt( )
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public MoveMode Mode { get; }
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public void OnJumped( )
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public float PitchClamp { get; set; }
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public PlayerController( )
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public void CreateBodyRenderer( )
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public float RotationAngleLimit { get; set; }
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public float RotationSpeed { get; set; }
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public bool EnableFootstepSounds { get; set; }
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public float FootstepVolume { get; set; }
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public float DuckedHeight { get; set; }
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public float JumpSpeed { get; set; }
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public float DuckedSpeed { get; set; }
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public float RunSpeed { get; set; }
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public bool UseInputControls { get; set; }
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public float WalkSpeed { get; set; }
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