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    Struct AuthoringKinematicCharacterProperties

    Defines the authoring data for kinematic character properties

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    ValueType.ToString()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.CharacterController
    Syntax
    [Serializable]
    public struct AuthoringKinematicCharacterProperties

    Fields

    CustomPhysicsBodyTags

    Physics tags to be added to the character's physics body

    Declaration
    [Header("General Properties")]
    [Tooltip("Physics tags to be added to the character's physics body")]
    public CustomPhysicsBodyTags CustomPhysicsBodyTags
    Field Value
    Type Description
    CustomPhysicsBodyTags

    DecollideFromOverlaps

    Enables detecting and solving overlaps

    Declaration
    [Tooltip("Enables detecting and solving overlaps")]
    public bool DecollideFromOverlaps
    Field Value
    Type Description
    Boolean

    DetectMovementCollisions

    Enables detecting and solving movement collisions with a collider cast, based on character's velocity

    Declaration
    [Header("Collisions")]
    [Tooltip("Enables detecting and solving movement collisions with a collider cast, based on character's velocity")]
    public bool DetectMovementCollisions
    Field Value
    Type Description
    Boolean

    DetectObstructionsForParentBodyMovement

    Enables doing a collider cast to detect obstructions when being moved by a parent body, instead of simply moving the character transform along

    Declaration
    [Tooltip("Enables doing a collider cast to detect obstructions when being moved by a parent body, instead of simply moving the character transform along")]
    public bool DetectObstructionsForParentBodyMovement
    Field Value
    Type Description
    Boolean

    DiscardMovementWhenExceedMaxIterations

    Whether we should reset the remaining move distance to zero when the character exceeds the maximum collision iterations

    Declaration
    [Tooltip("Whether we should reset the remaining move distance to zero when the character exceeds the maximum collision iterations")]
    public bool DiscardMovementWhenExceedMaxIterations
    Field Value
    Type Description
    Boolean

    EnhancedGroundPrecision

    Computes a more precise distance to ground hits when the original query returned a distance of 0f due to imprecisions. Helps reduce jitter in certain situations, but can have an additional performance cost. It is recommended that you only enable this if you notice jitter problems when moving against angled walls

    Declaration
    [Tooltip("Computes a more precise distance to ground hits when the original query returned a distance of 0f due to imprecisions. Helps reduce jitter in certain situations, but can have an additional performance cost. It is recommended that you only enable this if you notice jitter problems when moving against angled walls")]
    public bool EnhancedGroundPrecision
    Field Value
    Type Description
    Boolean

    EvaluateGrounding

    Enables detecting ground and evaluating grounding for each hit

    Declaration
    [Header("Grounding")]
    [Tooltip("Enables detecting ground and evaluating grounding for each hit")]
    public bool EvaluateGrounding
    Field Value
    Type Description
    Boolean

    GroundSnappingDistance

    Distance to snap to ground, if SnapToGround is enabled

    Declaration
    [Tooltip("Distance to snap to ground, if SnapToGround is enabled")]
    public float GroundSnappingDistance
    Field Value
    Type Description
    Single

    InterpolatePosition

    Enables interpolating the character's position between fixed update steps, for smoother movement

    Declaration
    [Tooltip("Enables interpolating the character's position between fixed update steps, for smoother movement")]
    public bool InterpolatePosition
    Field Value
    Type Description
    Boolean

    InterpolateRotation

    Enables interpolating the character's rotation between fixed update steps, for smoother movement. Note: the Standard Characters must keep this option disabled, because by default they all handle their rotation on regular update rather than fixed update

    Declaration
    [Tooltip("Enables interpolating the character's rotation between fixed update steps, for smoother movement. Note: the Standard Characters must keep this option disabled, because by default they all handle their rotation on regular update rather than fixed update")]
    public bool InterpolateRotation
    Field Value
    Type Description
    Boolean

    KillVelocityWhenExceedMaxIterations

    Whether we should reset the velocity to zero when the character exceeds the maximum collision iterations

    Declaration
    [Tooltip("Whether we should reset the velocity to zero when the character exceeds the maximum collision iterations")]
    public bool KillVelocityWhenExceedMaxIterations
    Field Value
    Type Description
    Boolean

    Mass

    The mass used to simulate dynamic body interactions

    Declaration
    [Tooltip("The mass used to simulate dynamic body interactions")]
    public float Mass
    Field Value
    Type Description
    Single

    MaxContinuousCollisionsIterations

    The maximum amount of times per frame that the character should try to cast its collider for detecting hits

    Declaration
    [Tooltip("The maximum amount of times per frame that the character should try to cast its collider for detecting hits")]
    public byte MaxContinuousCollisionsIterations
    Field Value
    Type Description
    Byte

    MaxGroundedSlopeAngle

    The max slope angle that the character can be considered grounded on

    Declaration
    [Tooltip("The max slope angle that the character can be considered grounded on")]
    public float MaxGroundedSlopeAngle
    Field Value
    Type Description
    Single

    MaxOverlapDecollisionIterations

    The maximum amount of times per frame that the character should try to decollide itself from overlaps

    Declaration
    [Tooltip("The maximum amount of times per frame that the character should try to decollide itself from overlaps")]
    public byte MaxOverlapDecollisionIterations
    Field Value
    Type Description
    Byte

    ProjectVelocityOnInitialOverlaps

    Enables doing an extra physics check to project velocity on initial overlaps before the character moves. This can help with tunneling issues when you rotate your character in a way that could change the detected collisions (which doesn't happen if your character has an upright capsule shape and only rotates around up axis, for example), but it has a performance cost.

    Declaration
    [Tooltip("Enables doing an extra physics check to project velocity on initial overlaps before the character moves. This can help with tunneling issues when you rotate your character in a way that could change the detected collisions (which doesn't happen if your character has an upright capsule shape and only rotates around up axis, for example), but it has a performance cost.")]
    public bool ProjectVelocityOnInitialOverlaps
    Field Value
    Type Description
    Boolean

    SimulateDynamicBody

    Enables physics interactions (push and be pushed) with other dynamic bodies. Note that in order to be pushed properly, the character's collision response has to be either "None" or "Raise Trigger Events"

    Declaration
    [Header("Dynamics")]
    [Tooltip("Enables physics interactions (push and be pushed) with other dynamic bodies. Note that in order to be pushed properly, the character's collision response has to be either \"None\" or \"Raise Trigger Events\"")]
    public bool SimulateDynamicBody
    Field Value
    Type Description
    Boolean

    SnapToGround

    Enables snapping to the ground surface below the character

    Declaration
    [Tooltip("Enables snapping to the ground surface below the character")]
    public bool SnapToGround
    Field Value
    Type Description
    Boolean

    Methods

    GetDefault()

    Gets a sensible default set of parameters for this struct

    Declaration
    public static AuthoringKinematicCharacterProperties GetDefault()
    Returns
    Type Description
    AuthoringKinematicCharacterProperties
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