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A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.
A CharacterController is not affected by forces and will only move when you call the Move funtion. It will then carry out the movement but be constrained by collisions.
See Also: Character Controller component and Character animation examples
isGrounded |
Was the CharacterController touching the ground during the last move? |
velocity |
The current relative velocity of the Character (see notes). |
collisionFlags |
What part of the capsule collided with the environment during the last CharacterController.Move call. |
radius |
The radius of the character's capsule |
height |
The height of the character's capsule |
center |
The center of the character's capsule relative to the transform's position. |
slopeLimit |
The character controllers slope limit in degrees |
stepOffset |
The character controllers step offset in meters |
detectCollisions |
Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). |
SimpleMove |
Moves the character with speed. |
Move |
A more complex move function taking absolute movement deltas. |
OnControllerColliderHit |
OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
enabled |
Enabled Colliders will collide with other colliders, disabled Colliders won't. |
attachedRigidbody |
The rigidbody the collider is attached to. |
isTrigger |
Is the collider a trigger? |
material |
The material used by the collider. |
sharedMaterial |
The shared physic material of this collider. |
bounds |
The world space bounding volume of the collider. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
tag |
The tag of this game object. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
ClosestPointOnBounds |
The closest point to the bounding box of the attached collider. |
Raycast |
Casts a Ray that ignores all Colliders except this one. |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponents |
Returns all components of Type type in the GameObject. |
CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
OnTriggerEnter |
OnTriggerEnter is called when the Collider other enters the trigger. |
OnTriggerExit |
OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerStay |
OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. |
OnCollisionEnter |
OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
OnCollisionExit |
OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionStay |
OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |