Character Controller Pro  1.3.8
A 2D/3D character controller asset for the Unity Engine.
Lightbug.CharacterControllerPro.Core.CharacterActor Member List

This is the complete list of members for Lightbug.CharacterControllerPro.Core.CharacterActor, including all inherited members.

alwaysNotGrounded (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
AnimatorLightbug.CharacterControllerPro.Core.PhysicsActor
ApplyWeight(Vector3 contactPoint)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotectedvirtual
applyWeightToGround (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
Awake() (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotectedvirtual
BodySizeLightbug.CharacterControllerPro.Core.CharacterActor
BottomLightbug.CharacterControllerPro.Core.CharacterActor
BottomCenterLightbug.CharacterControllerPro.Core.CharacterActor
CanEnterGroundedState (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
canPushDynamicRigidbodies (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
CenterLightbug.CharacterControllerPro.Core.CharacterActor
CharacterBodyLightbug.CharacterControllerPro.Core.CharacterActor
characterCollisionInfo (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorprotected
CharacterCollisionInfoLightbug.CharacterControllerPro.Core.CharacterActor
CharacterCollisions (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
CharacterVelocityMode enum name (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
CheckOneWayPlatformCollision(Vector3 contactPoint, Vector3 characterPosition) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinline
CheckOneWayPlatformLayerMask(CollisionInfo collisionInfo) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinline
ColliderComponentLightbug.CharacterControllerPro.Core.CharacterActor
constraintRotation (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
constraintUpDirection (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
ContactsLightbug.CharacterControllerPro.Core.CharacterActor
CurrentStateLightbug.CharacterControllerPro.Core.CharacterActor
CurrentTriggerLightbug.CharacterControllerPro.Core.CharacterActor
DefaultBodySizeLightbug.CharacterControllerPro.Core.CharacterActor
detectGroundWhileAscending (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
dynamicGroundLayerMask (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
EdgeAngleLightbug.CharacterControllerPro.Core.CharacterActor
edgeCompensation (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
ExternalVelocityLightbug.CharacterControllerPro.Core.CharacterActor
ForceGrounded()Lightbug.CharacterControllerPro.Core.CharacterActorinline
forceGroundedAtStart (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
ForceNotGrounded(int ignoreGroundContactFrames=3)Lightbug.CharacterControllerPro.Core.CharacterActorinline
ForwardLightbug.CharacterControllerPro.Core.CharacterActor
GetBottom(Vector3 position)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetBottomCenter(Vector3 position, float bottomOffset=0f)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetBottomCenter(Vector3 position, Vector2 bodySize)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetBottomCenterToTopCenter()Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetBottomCenterToTopCenter(Vector2 bodySize)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetCenter(Vector3 position)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetGroundPointVelocity(Vector3 position)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetGroundSlopeNormal(in CollisionInfo collisionInfo) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetTop(Vector3 position)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetTopCenter(Vector3 position)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GetTopCenter(Vector3 position, Vector2 bodySize)Lightbug.CharacterControllerPro.Core.CharacterActorinline
GroundAccelerationLightbug.CharacterControllerPro.Core.CharacterActor
GroundCollider2DLightbug.CharacterControllerPro.Core.CharacterActor
GroundCollider3DLightbug.CharacterControllerPro.Core.CharacterActor
GroundContactNormalLightbug.CharacterControllerPro.Core.CharacterActor
GroundContactPointLightbug.CharacterControllerPro.Core.CharacterActor
GroundContactsLightbug.CharacterControllerPro.Core.CharacterActor
GroundDeltaVelocityLightbug.CharacterControllerPro.Core.CharacterActor
GroundedTime (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
GroundObjectLightbug.CharacterControllerPro.Core.CharacterActor
GroundPositionLightbug.CharacterControllerPro.Core.CharacterActor
GroundProbingDisplacementLightbug.CharacterControllerPro.Core.CharacterActor
GroundRigidbody2DLightbug.CharacterControllerPro.Core.CharacterActor
GroundRigidbody3DLightbug.CharacterControllerPro.Core.CharacterActor
GroundRigidbodyComponentLightbug.CharacterControllerPro.Core.CharacterActor
GroundRotationLightbug.CharacterControllerPro.Core.CharacterActor
GroundSlopeAngleLightbug.CharacterControllerPro.Core.CharacterActor
GroundStableNormalLightbug.CharacterControllerPro.Core.CharacterActor
GroundTransformLightbug.CharacterControllerPro.Core.CharacterActor
GroundVelocityLightbug.CharacterControllerPro.Core.CharacterActor
HeadAngleLightbug.CharacterControllerPro.Core.CharacterActor
HeadCollisionLightbug.CharacterControllerPro.Core.CharacterActor
HeadContactLightbug.CharacterControllerPro.Core.CharacterActor
HeadContactsLightbug.CharacterControllerPro.Core.CharacterActor
inheritedGroundPlanarVelocityMultiplier (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
inheritedGroundPlanarVelocityThreshold (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
inheritedGroundVerticalVelocityMultiplier (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
inheritedGroundVerticalVelocityThreshold (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
InitializeAnimation(Animator animator)Lightbug.CharacterControllerPro.Core.PhysicsActorinline
InputVelocityLightbug.CharacterControllerPro.Core.CharacterActor
interpolateActor (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
InterpolationFactorLightbug.CharacterControllerPro.Core.PhysicsActor
Is2DLightbug.CharacterControllerPro.Core.CharacterActor
IsAscendingLightbug.CharacterControllerPro.Core.CharacterActor
IsFallingLightbug.CharacterControllerPro.Core.CharacterActor
IsGroundAKinematicRigidbodyLightbug.CharacterControllerPro.Core.CharacterActor
IsGroundAOneWayPlatformLightbug.CharacterControllerPro.Core.CharacterActor
IsGroundARigidbodyLightbug.CharacterControllerPro.Core.CharacterActor
IsGroundAscendingLightbug.CharacterControllerPro.Core.CharacterActor
IsGroundedLightbug.CharacterControllerPro.Core.CharacterActor
IsKinematic (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
IsOnEdgeLightbug.CharacterControllerPro.Core.CharacterActor
IsOnUnstableGroundLightbug.CharacterControllerPro.Core.CharacterActor
IsStableLightbug.CharacterControllerPro.Core.CharacterActor
LastGroundedVelocity (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
LocalPlanarVelocityLightbug.CharacterControllerPro.Core.CharacterActor
LocalVelocityLightbug.CharacterControllerPro.Core.CharacterActor
maxGroundVelocityChange (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
Move(Vector3 position)Lightbug.CharacterControllerPro.Core.CharacterActorinline
NotGroundedTime (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
ObstaclesLayerMask (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
ObstaclesWithoutOWPLayerMask (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
OffsettedBottomCenterLightbug.CharacterControllerPro.Core.CharacterActor
OnAnimatorIKEvent (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
OnAnimatorMoveEvent (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
OnDisable() (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotectedvirtual
OnEnable() (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotectedvirtual
oneWayPlatformsLayerMask (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
oneWayPlatformsValidArc (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
OnGroundedStateEnterLightbug.CharacterControllerPro.Core.CharacterActor
OnGroundedStateExitLightbug.CharacterControllerPro.Core.CharacterActor
OnHeadHitLightbug.CharacterControllerPro.Core.CharacterActor
OnNewGroundEnterLightbug.CharacterControllerPro.Core.CharacterActor
OnPostSimulationLightbug.CharacterControllerPro.Core.PhysicsActor
OnPreSimulationLightbug.CharacterControllerPro.Core.PhysicsActor
OnTeleportLightbug.CharacterControllerPro.Core.CharacterActor
OnValidate() (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinline
OnWallHitLightbug.CharacterControllerPro.Core.CharacterActor
PhysicsComponentLightbug.CharacterControllerPro.Core.CharacterActor
PlanarVelocityLightbug.CharacterControllerPro.Core.CharacterActor
PositionLightbug.CharacterControllerPro.Core.CharacterActor
PostGroundProbingPositionLightbug.CharacterControllerPro.Core.CharacterActor
PostSimulationCollideAndSlide(ref Vector3 position, ref Quaternion rotation, Vector3 displacement, bool useFullBody) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotected
PostSimulationUpdate(float dt) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotectedvirtual
PostSimulationVelocityLightbug.CharacterControllerPro.Core.CharacterActor
PredictedGroundLightbug.CharacterControllerPro.Core.CharacterActor
PredictedGroundDistanceLightbug.CharacterControllerPro.Core.CharacterActor
PreGroundProbingPositionLightbug.CharacterControllerPro.Core.CharacterActor
PreSimulationUpdate(float dt) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotectedvirtual
PreSimulationVelocityLightbug.CharacterControllerPro.Core.CharacterActor
preventBadSteps (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
preventUnstableClimbing (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
PreviousGroundVelocityLightbug.CharacterControllerPro.Core.CharacterActor
PreviousStateLightbug.CharacterControllerPro.Core.CharacterActor
pushableRigidbodyLayerMask (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
ResetIKWeights() (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActorinline
ResetInterpolationPosition() (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActorinline
ResetInterpolationRotation() (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActorinline
RightLightbug.CharacterControllerPro.Core.CharacterActor
RigidbodyComponentLightbug.CharacterControllerPro.Core.CharacterActor
RootMotionRotationType enum nameLightbug.CharacterControllerPro.Core.PhysicsActor
rootMotionRotationType (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
RootMotionVelocityType enum nameLightbug.CharacterControllerPro.Core.PhysicsActor
rootMotionVelocityType (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
rotateForwardDirection (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
RotationLightbug.CharacterControllerPro.Core.CharacterActor
SetBodySize(Vector2 size)Lightbug.CharacterControllerPro.Core.CharacterActorinline
SetUpRootMotion(bool updateRootPosition=true, bool updateRootRotation=true)Lightbug.CharacterControllerPro.Core.CharacterActorinline
SetUpRootMotion(bool updateRootPosition=true, RootMotionVelocityType rootMotionVelocityType=RootMotionVelocityType.SetVelocity, bool updateRootRotation=true, RootMotionRotationType rootMotionRotationType=RootMotionRotationType.AddRotation)Lightbug.CharacterControllerPro.Core.CharacterActorinline
SetYaw(float angle)Lightbug.CharacterControllerPro.Core.CharacterActorinline
sizeLerpSpeed (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
SizeReferenceType enum name (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
sizeReferenceType (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
slideOnWalls (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
slopeLimit (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
StableCollideAndSlide(ref Vector3 position, Vector3 displacement, bool useFullBody) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotected
StableElapsedTime (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
stableLayerMask (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
stablePostSimulationVelocity (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
StableVelocityLightbug.CharacterControllerPro.Core.CharacterActor
Start() (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotectedvirtual
stepDownDistance (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
StepOffset (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
stepUpDistance (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
supportDynamicGround (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
SweepAndTeleport(Vector3 destination)Lightbug.CharacterControllerPro.Core.CharacterActorinline
SweepAndTeleport(Vector3 destination, in HitInfoFilter filter)Lightbug.CharacterControllerPro.Core.CharacterActorinline
SyncBody() (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActorinline
Teleport(Transform reference)Lightbug.CharacterControllerPro.Core.CharacterActorinline
Teleport(Vector3 position, Quaternion rotation)Lightbug.CharacterControllerPro.Core.CharacterActorinline
Teleport(Vector3 position)Lightbug.CharacterControllerPro.Core.CharacterActorinline
TopLightbug.CharacterControllerPro.Core.CharacterActor
TopCenterLightbug.CharacterControllerPro.Core.CharacterActor
ToString()Lightbug.CharacterControllerPro.Core.CharacterActorinline
TriggersLightbug.CharacterControllerPro.Core.CharacterActor
UnstableCollideAndSlide(ref Vector3 position, Vector3 displacement, float dt) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotected
UnstableElapsedTime (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
unstablePostSimulationVelocity (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
UpLightbug.CharacterControllerPro.Core.CharacterActor
UpdateDynamicRootMotionPosition(Vector3 deltaPosition) (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActorinlineprotectedvirtual
UpdateDynamicRootMotionRotation(Quaternion deltaRotation) (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActorinlineprotectedvirtual
UpdateKinematicRootMotionPosition(Vector3 deltaPosition) (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActorinlineprotectedvirtual
UpdateKinematicRootMotionRotation(Quaternion deltaRotation) (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActorinlineprotectedvirtual
UpdateRootPosition (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
UpdateRootRotation (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
upDirectionReference (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
upDirectionReferenceMode (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
useContinuousCollisionDetection (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
useGroundTrigger (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
UseRootMotion (defined in Lightbug.CharacterControllerPro.Core.PhysicsActor)Lightbug.CharacterControllerPro.Core.PhysicsActor
useStableEdgeWhenLanding (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor
VelocityLightbug.CharacterControllerPro.Core.CharacterActor
VerticalVelocityLightbug.CharacterControllerPro.Core.CharacterActor
WallAngleLightbug.CharacterControllerPro.Core.CharacterActor
WallCollisionLightbug.CharacterControllerPro.Core.CharacterActor
WallContactLightbug.CharacterControllerPro.Core.CharacterActor
WallContactsLightbug.CharacterControllerPro.Core.CharacterActor
WasGroundedLightbug.CharacterControllerPro.Core.CharacterActor
WasStableLightbug.CharacterControllerPro.Core.CharacterActor
weightGravity (defined in Lightbug.CharacterControllerPro.Core.CharacterActor)Lightbug.CharacterControllerPro.Core.CharacterActor