Namespace Unity.CharacterController
Classes
CharacterControlUtilities
Contains various utility functions for controlling character velocity and rotation
KinematicCharacterPhysicsUpdateGroup
System group for the default character physics update
KinematicCharacterUtilities
Collection of utility functions for characters
KinematicCharacterVariableUpdateGroup
System group for the default character rotation update
MathUtilities
Contains various math utility functions
PhysicsUtilities
Contains several physics-related utility functions
TrackedTransformAuthoring
Authoring component for an entity that requires transform tracking
Structs
AuthoringKinematicCharacterProperties
Defines the authoring data for kinematic character properties
BasicHit
A common hit struct for cast hits and distance hits
BasicStepAndSlopeHandlingParameters
Contains a set of parameters related to step and slope handling behaviour for a character
CharacterInterpolation
Component used for handling character interpolation. By default, the component is only added if interpolation was enabled in authoring
CharacterInterpolationRememberTransformSystem
Handles remembering character interpolation data during the fixed physics update
CharacterInterpolationRememberTransformSystem.CharacterInterpolationRememberTransformJob
Job that remembers interpolated previous character transforms in simulation, for interpolation purposes
CharacterInterpolationRememberTransformSystem.Singleton
Singleton component holding global time data for interpolation calculations
CharacterInterpolationSystem
Handles interpolating the character during variable update
CharacterInterpolationSystem.CharacterInterpolationJob
Job that interpolates the character visual transforms
DisableCharacterDynamicContacts
Singleton that enables the character dynamic contacts filtering job to run
DisableCharacterDynamicContactsSystem
System scheduling a job that disables contacts between dynamic characters and dynamic colliders
DisableCharacterDynamicContactsSystem.DisableCharacterDynamicContactsJob
Disables body pairs between dynamic characters and dynamic bodies
HitFractionComparer
Comparer for sorting collider cast hits by hit fraction (distance)
KinematicCharacterAspect
Aspect regrouping the core components and logic of a character controller
KinematicCharacterAspect.Constants
Defines various constants used throughout the character update
KinematicCharacterBody
A component holding the transient data (data that gets modified during the character update) of the character
KinematicCharacterDeferredImpulse
Stores an impulse to apply to another body later in the frame
KinematicCharacterDeferredImpulsesSystem
Handles applying impulses that were detected during the character update
KinematicCharacterDeferredImpulsesSystem.KinematicCharacterDeferredImpulsesJob
Job that processes deferred character impulses (applies them to rigidbodies and characters)
KinematicCharacterHit
Data representing a detected character hit
KinematicCharacterProperties
Component holding general properties for a kinematic character
KinematicCharacterStateSave
A struct used to store the entire state of the core character components
KinematicCharacterUpdateContext
The context struct holding global data that needs to be accessed during the character update.
KinematicVelocityProjectionHit
Holds the data for hits that participate in velocity projection
StatefulKinematicCharacterHit
A stateful version of character hits, which includes the hit state (enter, exit, stay)
StoredKinematicCharacterData
Stores all the data that a character might need to access on OTHER characters during its update. This component exists only in order to allow deterministic parallel execution of the character update.
StoreKinematicCharacterBodyPropertiesSystem
A system that stores key character data in a component on the character entity, before the character update
StoreKinematicCharacterBodyPropertiesSystem.StoreKinematicCharacterBodyPropertiesJob
Job that copies character data to another component on the same entity, to capture a snapshot of them before modifications. This exists to allow deterministic parallel character updates
TrackedTransform
Component tracking the current and previous poses of a transform at a fixed timestep
TrackedTransformFixedSimulationJob
Job that stores the previous and current transforms of entities that have the tracked transform component
TrackedTransformFixedSimulationSystem
Handles tracking previous and current transforms of an entity at a fixed timestep
Interfaces
IKinematicCharacterProcessor<C>
Interface implemented by structs meant to be passed as parameter to KinematicCharacterAspect in order to customize internal character update logic.
Enums
CharacterHitState
The state of a character hit (enter, exit, stay)
GroundingEvaluationType
Identifier for a type of grounding evaluation