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
center | The center of the character's capsule relative to the transform's position. |
collisionFlags | What part of the capsule collided with the environment during the last CharacterController.Move call. |
detectCollisions | Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). |
height | The height of the character's capsule. |
isGrounded | Was the CharacterController touching the ground during the last move? |
radius | The radius of the character's capsule. |
slopeLimit | The character controllers slope limit in degrees. |
stepOffset | The character controllers step offset in meters. |
velocity | The current relative velocity of the Character (see notes). |
Move | A more complex move function taking absolute movement deltas. |
SimpleMove | Moves the character with speed. |
OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
attachedRigidbody | The rigidbody the collider is attached to. |
bounds | The world space bounding volume of the collider. |
contactOffset | Contact offset value of this collider. |
enabled | Enabled Colliders will collide with other colliders, disabled Colliders won't. |
isTrigger | Is the collider a trigger? |
material | The material used by the collider. |
sharedMaterial | The shared physic material of this collider. |
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. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
ClosestPointOnBounds | The closest point to the bounding box of the attached collider. |
Raycast | Casts a Ray that ignores all Colliders except this one. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
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. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |
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. |
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. |