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CharacterController

class in UnityEngine

/

Hereda de:Collider

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Descripción

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

Variables

centerThe center of the character's capsule relative to the transform's position.
collisionFlagsWhat part of the capsule collided with the environment during the last CharacterController.Move call.
detectCollisionsDetermines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).
heightThe height of the character's capsule.
isGroundedWas the CharacterController touching the ground during the last move?
radiusThe radius of the character's capsule.
skinWidthThe character's collision skin width.
slopeLimitThe character controllers slope limit in degrees.
stepOffsetThe character controllers step offset in meters.
velocityThe current relative velocity of the Character (see notes).

Funciones Públicas

MoveA more complex move function taking absolute movement deltas.
SimpleMoveMoves the character with speed.

Mensajes

OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.

Miembros heredados

Variables

attachedRigidbodyThe rigidbody the collider is attached to.
boundsThe world space bounding volume of the collider.
contactOffsetContact offset value of this collider.
enabledEnabled Colliders will collide with other colliders, disabled Colliders won't.
isTriggerIs the collider a trigger?
materialEl material usado por el collider.
sharedMaterialThe shared physic material of this collider.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

ClosestPointOnBoundsThe closest point to the bounding box of the attached collider.
RaycastCasts a Ray that ignores all Colliders except this one.
BroadcastMessageLlama 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?
GetComponentDevuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringDevuelve el nombre del objeto.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateDevuelve el nombre del objeto.

Operadores

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.

Mensajes

OnCollisionEnterOnCollisionEnter se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody.
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerStayOnTriggerStay is called almost all the frames for every Collider other that is touching the trigger.