Character Controller Pro
1.3.8
A 2D/3D character controller asset for the Unity Engine.
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This class contain all the constants used for collision detection, steps detection, ground probing, etc. All the values were carefully chosen, this means that it is not recommended to modify these values at all, however if you need to do it do so at your own risk (make a backup before). More...
Public Attributes | |
const float | GroundTriggerOffset = 0.05f |
Offset (towards the ground) applied to the ground trigger. More... | |
const float | MaxUnstableGroundContactTime = 0.25f |
This value represents the time (in seconds) that a jumping character can remain unstable while touching the ground. This becomes useful to prevent the character to be stuck in this unstable state for too long. More... | |
const float | EdgeRaysSeparation = 0.005f |
Distance between the origins of the upper and lower edge detection rays. More... | |
const float | EdgeRaysCastDistance = 2f |
Cast distance used for the raycasts in the edge detection algorithm. More... | |
const float | SkinWidth = 0.005f |
Space between the collider and the collision shape (used by physics queries). More... | |
const float | ColliderMinBottomOffset = 0.1f |
Minimum offset applied to the bottom of the capsule (upwards) to avoid contact with the ground. More... | |
const float | MinEdgeAngle = 0.5f |
Minimum angle between upper and lower normals (from the edge detector) that defines an edge. More... | |
const float | MaxEdgeAngle = 170f |
Maximum angle between upper and lower normals (from the edge detector) that defines an edge. More... | |
const float | MinStepAngle = 85f |
Minimum angle between upper and lower normals (from the edge detector) that defines a step. More... | |
const float | MaxStepAngle = 95f |
Maximum angle between upper and lower normals (from the edge detector) that defines a step. More... | |
const float | GroundCheckDistance = 0.1f |
Base distance used for ground probing. More... | |
const int | MaxSlideIterations = 3 |
Maximum number of iterations available for the collide and slide algorithm. More... | |
const int | MaxPostSimulationSlideIterations = 2 |
Maximum number of iterations available for the collide and slide algorithm used after the simulation (dynamic ground processing). More... | |
const float | DefaultGravity = 9.8f |
The default gravity value used by the weight function. More... | |
const float | HeadContactMinAngle = 100f |
Minimum angle value considered when choosing the "head contact". The angle is measured between the contact normal and the "Up" vector. The valid range goes from "MinHeadContactAngle" to 180 degrees. More... | |
const float | WallContactAngleTolerance = 10f |
Tolerance value considered when choosing the "wall contact". The angle is measured between the contact normal and the "Up" vector. The valid range goes from 90 - "WallContactAngleTolerance" to 90 degrees. More... | |
const float | GroundPredictionDistance = 10f |
Distance used to predict the ground below the character. More... | |
This class contain all the constants used for collision detection, steps detection, ground probing, etc. All the values were carefully chosen, this means that it is not recommended to modify these values at all, however if you need to do it do so at your own risk (make a backup before).
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.ColliderMinBottomOffset = 0.1f |
Minimum offset applied to the bottom of the capsule (upwards) to avoid contact with the ground.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.DefaultGravity = 9.8f |
The default gravity value used by the weight function.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.EdgeRaysCastDistance = 2f |
Cast distance used for the raycasts in the edge detection algorithm.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.EdgeRaysSeparation = 0.005f |
Distance between the origins of the upper and lower edge detection rays.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.GroundCheckDistance = 0.1f |
Base distance used for ground probing.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.GroundPredictionDistance = 10f |
Distance used to predict the ground below the character.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.GroundTriggerOffset = 0.05f |
Offset (towards the ground) applied to the ground trigger.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.HeadContactMinAngle = 100f |
Minimum angle value considered when choosing the "head contact". The angle is measured between the contact normal and the "Up" vector. The valid range goes from "MinHeadContactAngle" to 180 degrees.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.MaxEdgeAngle = 170f |
Maximum angle between upper and lower normals (from the edge detector) that defines an edge.
const int Lightbug.CharacterControllerPro.Core.CharacterConstants.MaxPostSimulationSlideIterations = 2 |
Maximum number of iterations available for the collide and slide algorithm used after the simulation (dynamic ground processing).
const int Lightbug.CharacterControllerPro.Core.CharacterConstants.MaxSlideIterations = 3 |
Maximum number of iterations available for the collide and slide algorithm.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.MaxStepAngle = 95f |
Maximum angle between upper and lower normals (from the edge detector) that defines a step.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.MaxUnstableGroundContactTime = 0.25f |
This value represents the time (in seconds) that a jumping character can remain unstable while touching the ground. This becomes useful to prevent the character to be stuck in this unstable state for too long.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.MinEdgeAngle = 0.5f |
Minimum angle between upper and lower normals (from the edge detector) that defines an edge.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.MinStepAngle = 85f |
Minimum angle between upper and lower normals (from the edge detector) that defines a step.
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.SkinWidth = 0.005f |
Space between the collider and the collision shape (used by physics queries).
const float Lightbug.CharacterControllerPro.Core.CharacterConstants.WallContactAngleTolerance = 10f |
Tolerance value considered when choosing the "wall contact". The angle is measured between the contact normal and the "Up" vector. The valid range goes from 90 - "WallContactAngleTolerance" to 90 degrees.