Character Controller Pro
1.3.8
A 2D/3D character controller asset for the Unity Engine.
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A physics-based actor that represents a custom 2D/3D interpolated rigidbody. More...
Public Types | |
enum | RootMotionVelocityType { RootMotionVelocityType.SetVelocity, RootMotionVelocityType.SetPlanarVelocity, RootMotionVelocityType.SetVerticalVelocity } |
Defines how the root velocity data is going to be applied to the actor. More... | |
enum | RootMotionRotationType { RootMotionRotationType.SetRotation, RootMotionRotationType.AddRotation } |
Defines how the root rotation data is going to be applied to the actor. More... | |
Public Member Functions | |
void | SyncBody () |
void | InitializeAnimation (Animator animator) |
Configures all the animation-related components based on a given Animator component. The Animator provides root motion data along More... | |
void | ResetIKWeights () |
void | ResetInterpolationPosition () |
void | ResetInterpolationRotation () |
Public Attributes | |
bool | interpolateActor = true |
bool | useContinuousCollisionDetection = true |
bool | UseRootMotion = false |
bool | UpdateRootPosition = true |
RootMotionVelocityType | rootMotionVelocityType = RootMotionVelocityType.SetVelocity |
bool | UpdateRootRotation = true |
RootMotionRotationType | rootMotionRotationType = RootMotionRotationType.AddRotation |
Properties | |
abstract RigidbodyComponent | RigidbodyComponent [get] |
Gets the RigidbodyComponent component associated with the character. More... | |
Animator | Animator [get] |
Gets the Animator component associated with the state controller. More... | |
float | InterpolationFactor [get] |
Returns a value between 0 and 1 that represents the interpolation t factor used by the interpolation algorithm. If the current time value (Time.time) is close to the most recent fixed time (Time.fixedTime), then the factor will be close to 0. On the other hand, if the current time is close to the next fixed time value (Time.fixedTime + Time.fixedDeltaTime) then the factor will be close to 1. More... | |
Events | |
System.Action< float > | OnPreSimulation |
This event is called prior to the physics simulation. More... | |
System.Action< float > | OnPostSimulation |
This event is called after the physics simulation. More... | |
System.Action< Vector3, Quaternion > | OnAnimatorMoveEvent |
System.Action< int > | OnAnimatorIKEvent |
A physics-based actor that represents a custom 2D/3D interpolated rigidbody.
Defines how the root velocity data is going to be applied to the actor.
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inline |
Configures all the animation-related components based on a given Animator component. The Animator provides root motion data along
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get |
Gets the Animator component associated with the state controller.
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get |
Returns a value between 0 and 1 that represents the interpolation t factor used by the interpolation algorithm. If the current time value (Time.time) is close to the most recent fixed time (Time.fixedTime), then the factor will be close to 0. On the other hand, if the current time is close to the next fixed time value (Time.fixedTime + Time.fixedDeltaTime) then the factor will be close to 1.
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get |
Gets the RigidbodyComponent component associated with the character.
System.Action<float> Lightbug.CharacterControllerPro.Core.PhysicsActor.OnPostSimulation |
This event is called after the physics simulation.
System.Action<float> Lightbug.CharacterControllerPro.Core.PhysicsActor.OnPreSimulation |
This event is called prior to the physics simulation.