CastBody(Vector3 position, Vector3 displacement, float bottomOffset, in HitInfoFilter hitInfoFilter) (defined in Lightbug.CharacterControllerPro.Core.CharacterCollisions) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | inline |
CheckBodySize(Vector3 size, Vector3 position, in HitInfoFilter hitInfoFilter) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | inline |
CheckBodySize(Vector3 size, in HitInfoFilter hitInfoFilter) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | inline |
CheckForGround(Vector3 position, float stepOffset, float stepDownDistance, in HitInfoFilter hitInfoFilter) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | inline |
CheckForGroundRay(Vector3 position, in HitInfoFilter hitInfoFilter) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | inline |
CheckOverlapWithLayerMask(Vector3 position, float bottomOffset, in HitInfoFilter hitInfoFilter) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | inline |
CollisionRadius (defined in Lightbug.CharacterControllerPro.Core.CharacterCollisions) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | |
ContactOffset (defined in Lightbug.CharacterControllerPro.Core.CharacterCollisions) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | |
Initialize(CharacterActor characterActor, PhysicsComponent physicsComponent) (defined in Lightbug.CharacterControllerPro.Core.CharacterCollisions) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | inline |
UpdateCollisionInfo(CollisionInfo collisionInfo, Vector3 position, in HitInfo hitInfo, Vector3 displacement, Vector3 castDisplacement, float preDistance, bool useContactNormal, bool calculateEdge=true, in HitInfoFilter hitInfoFilter=new HitInfoFilter()) (defined in Lightbug.CharacterControllerPro.Core.CharacterCollisions) | Lightbug.CharacterControllerPro.Core.CharacterCollisions | inline |