PlayerController |
DebugFootsteps | Draw debug overlay on footsteps |
AccelerationTime | Amount of seconds it takes to get from your current speed to your requuested speed, if higher |
AimStrengthBody | How strongly to turn in the eye direction with our body |
AimStrengthEyes | How strongly to look in the eye direction with our eyes |
AimStrengthHead | How strongly to turn in the eye direction with our head |
AirFriction | How much friction to add when we're in the air. This will slow you down unless you have a wish velocity. |
AltMoveButton | The button that the player will press to use to run |
Body | |
BodyCollider | |
BodyCollisionTags | |
BodyHeight | |
BodyMass | |
BodyRadius | |
BrakePower | 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. |
CameraOffset | |
ColliderObject | |
DeaccelerationTime | Amount of seconds it takes to get from your current speed to your requuested speed, if lower |
DuckedHeight | |
DuckedSpeed | |
EnableFootstepSounds | |
EnablePressing | Allows to player to interact with things by "use"ing them. Usually by pressing the "use" button. |
EyeAngles | The direction we're looking. |
EyeDistanceFromTop | |
EyePosition | The player's eye position, in first person mode |
EyeTransform | The player's eye position, in first person mode |
FeetCollider | |
FootstepMixer | |
FootstepVolume | |
GroundComponent | The collider component we're standing on. Null if we're standing nothing |
GroundFriction | The friction property of the ground we're standing on. |
GroundIsDynamic | Are we standing on a surface that is physically dynamic |
GroundObject | The object we're standing on. Null if we're standing on nothing. |
GroundSurface | If we're stnding on a surface this is it |
GroundVelocity | The velocity that the ground underneath us is moving |
Headroom | The distance from the top of the head to to closest ceiling |
HideBodyInFirstPerson | |
Hovered | The object we're currently looking at |
IsClimbing | Set to true when entering a climbing Sandbox.Movement.MoveMode. |
IsDucking | True if this player is ducking |
IsOnGround | |
IsSwimming | Set to true when entering a swimming Sandbox.Movement.MoveMode. |
JumpSpeed | |
LookSensitivity | Allows modifying the eye angle sensitivity. Note that player preference sensitivity is already automatically applied, this is just extra. |
Mode | |
PitchClamp | |
Pressed | The object we're currently using by holding down USE |
ReachLength | How far from the eye can the player reach to use things |
Renderer | The body will usually be a child object with SkinnedModelRenderer |
RotateWithGround | |
RotationAngleLimit | |
RotationSpeed | |
RunByDefault | If true then the player will run by default, and holding AltMoveButton will switch to walk |
RunSpeed | |
ShowColliderComponents | |
ShowCreateBodyRenderer | If true we'll show the "create body" button |
ShowRigidbodyComponent | |
StepDebug | Enable debug overlays for this character |
ThirdPerson | |
TimeSinceGrounded | Amount of time since this character was last on the ground |
TimeSinceUngrounded | Amount of time since this character was last not on the ground |
ToggleCameraModeButton | |
UseAnimatorControls | |
UseButton | The button that the player will press to use things |
UseCameraControls | |
UseFovFromPreferences | |
UseInputControls | |
UseLookControls | When true we'll move the camera around using the mouse |
Velocity | Our actual physical velocity minus our ground velocity |
WalkSpeed | |
WishVelocity |
BodyBox | Return an aabb representing the body |
CreateBodyRenderer | |
CreateRagdoll | Create a ragdoll gameobject version of our render body. |
Jump | 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. |
OnJumped | |
PlayFootstepSound | |
PreventGrounding | Prevent being grounded for a number of seconds |
StartPressing | Start pressing a target component. This is called automatically when Use is pressed. |
StopPressing | Stop pressing. Pressed will become null. |
TraceBody | Trace the aabb body from one position to another and return the result |
UpdateAnimation | Update the animation for this renderer. This will update the body rotation etc too. |
UpdateDucking | Called during FixedUpdate when UseInputControls is enmabled. Will duck if requested. If not, and we're ducked, will unduck if there is room |
UpdateLookAt | Called in Update when Using is enabled |