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. |