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. |
| skinWidth | The character's collision skin width. |
| 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 | El material usado por el 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 | El tag de este 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 | El nombre del objeto. |
| ClosestPointOnBounds | The closest point to the bounding box of the attached collider. |
| Raycast | Casts a Ray that ignores all Colliders except this one. |
| BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
| CompareTag | ¿Este game object está etiquetado con tag? |
| GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
| 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 | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
| SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Devuelve el nombre del objeto. |
| Destroy | Elimina un gameobject, componente o 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 | Devuelve el primer objeto activo cargado de tipo type. |
| FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
| Instantiate | Devuelve el nombre del objeto. |
| bool | ¿Existe el objeto? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
| OnCollisionEnter | OnCollisionEnter se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody. |
| 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. |