Inheritence

Summary

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.

Constructors

CharacterController

Properties

Acceleration
Bounciness When jumping into walls, should we bounce off or just stop dead?
BoundingBox
GroundAngle
GroundCollider
GroundObject
Height
IgnoreLayers
IsOnGround
Radius
StepHeight
UseCollisionRules If enabled, determine what to collide with using current project's collision rules for the Sandbox.GameObject.Tags of the containing Sandbox.GameObject.
Velocity

Methods

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
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