Character Controller Pro
1.3.8
A 2D/3D character controller asset for the Unity Engine.
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This is the complete list of members for Lightbug.Utilities.PhysicsComponent, including all inherited members.
Awake() (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | inlineprotectedvirtual |
BoxCast(out HitInfo hitInfo, Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter) | Lightbug.Utilities.PhysicsComponent | pure virtual |
BoxCast(Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter) | Lightbug.Utilities.PhysicsComponent | pure virtual |
CapsuleCast(out HitInfo hitInfo, Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter) | Lightbug.Utilities.PhysicsComponent | pure virtual |
ClearContacts() (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | inline |
CollisionLayerMask | Lightbug.Utilities.PhysicsComponent | |
Contacts | Lightbug.Utilities.PhysicsComponent | |
CreateInstance(GameObject gameObject) (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | inlinestatic |
GetClosestHit(out HitInfo hitInfo, Vector3 castDisplacement, in HitInfoFilter filter) (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | protectedpure virtual |
GetCollisionLayerMask() (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | protectedpure virtual |
hits (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | protected |
HitsBuffer (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | |
IgnoreCollision(in HitInfo hitInfo, bool ignore) | Lightbug.Utilities.PhysicsComponent | pure virtual |
ignoreCollisionMessages (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | protected |
IgnoreLayerCollision(int targetLayer, bool ignore) | Lightbug.Utilities.PhysicsComponent | pure virtual |
IgnoreLayerMaskCollision(LayerMask layerMask, bool ignore) | Lightbug.Utilities.PhysicsComponent | pure virtual |
IgnoreOverlappedColliders(LayerMask ignoredLayerMask) (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | protectedpure virtual |
OverlapCapsule(Vector3 bottom, Vector3 top, float radius, in HitInfoFilter filter) | Lightbug.Utilities.PhysicsComponent | pure virtual |
OverlapSphere(Vector3 center, float radius, in HitInfoFilter filter) | Lightbug.Utilities.PhysicsComponent | pure virtual |
Raycast(out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter) | Lightbug.Utilities.PhysicsComponent | pure virtual |
SimpleRaycast(out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter) | Lightbug.Utilities.PhysicsComponent | pure virtual |
SphereCast(out HitInfo hitInfo, Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter) | Lightbug.Utilities.PhysicsComponent | pure virtual |
Start() (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | inlineprotectedvirtual |
Triggers | Lightbug.Utilities.PhysicsComponent | |
wasKinematic (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | protected |