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.
Accelerate |
Add acceleration to the current velocity.
No need to scale by time delta - it will be done inside. |
ApplyFriction |
Apply an amount of friction to the current velocity.
No need to scale by time delta - it will be done inside. |
Move |
Move a character, with this velocity |
MoveTo |
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. |
Punch |
Disconnect from ground and punch our velocity. This is useful if you want the player to jump or something. |
TraceDirection |
Trace the controller's current position to the specified delta |