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Character Controller Pro 1.4.11
A 2D/3D character controller asset for Unity.
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This is the complete list of members for Lightbug.Utilities.PhysicsComponent3D, including all inherited members.
| Awake() (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| BoxCast(out HitInfo hitInfo, Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| BoxCast(Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| CapsuleCast(out HitInfo hitInfo, Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| CapsuleCast(Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| CheckCollisionsWith(GameObject gameObject) | Lightbug.Utilities.PhysicsComponent3D | inlinevirtual |
| ClearContacts() (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | |
| Collider | Lightbug.Utilities.PhysicsComponent3D | |
| CollisionLayerMask | Lightbug.Utilities.PhysicsComponent | |
| Contacts | Lightbug.Utilities.PhysicsComponent | |
| CreateInstance(GameObject gameObject) (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | inlinestatic |
| FilterOverlaps(int overlaps, LayerMask ignoredLayerMask, HitFilterDelegate hitFilter) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| GetAllHits(int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| GetClosestHit(out HitInfo hitInfo, int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| GetCollisionLayerMask() (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| HitsBuffer (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | |
| IgnoreCollision(in HitInfo hitInfo, bool ignore) | Lightbug.Utilities.PhysicsComponent3D | inlinevirtual |
| IgnoreCollision(Transform otherTransform, bool ignore) | Lightbug.Utilities.PhysicsComponent3D | inlinevirtual |
| IgnoreCollision(Collider collider, bool ignore) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inline |
| IgnoreCollision(Collider collider, bool ignore, int layerMask) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inline |
| ignoreCollisionMessages (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | protected |
| IgnoreLayerCollision(int targetLayer, bool ignore) | Lightbug.Utilities.PhysicsComponent3D | inlinevirtual |
| IgnoreLayerMaskCollision(LayerMask layerMask, bool ignore) | Lightbug.Utilities.PhysicsComponent3D | inlinevirtual |
| InternalBoxCast(Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, int layerMask, bool ignoreTriggers, bool allowOverlaps) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| InternalCapsuleCast(Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| InternalOverlapBox(Vector3 center, Vector3 size, Quaternion orientation, int layerMask, bool ignoreTriggers) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| InternalOverlapCapsule(Vector3 bottom, Vector3 top, float radius, int layerMask, bool ignoreTriggers) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| InternalOverlapSphere(Vector3 center, float radius, int layerMask, bool ignoreTriggers) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| InternalRaycast(Vector3 origin, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| InternalSphereCast(Vector3 center, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps) (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| OverlapBox(Vector3 center, Vector3 size, Quaternion orientation, in HitInfoFilter filter, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| OverlapCapsule(Vector3 bottom, Vector3 top, float radius, in HitInfoFilter filter, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| OverlapSphere(Vector3 center, float radius, in HitInfoFilter filter, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| Raycast(out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| Raycast(Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| Rigidbody | Lightbug.Utilities.PhysicsComponent3D | |
| SphereCast(out HitInfo hitInfo, Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| SphereCast(Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) | Lightbug.Utilities.PhysicsComponent | inline |
| Start() (defined in Lightbug.Utilities.PhysicsComponent3D) | Lightbug.Utilities.PhysicsComponent3D | inlineprotectedvirtual |
| Triggers | Lightbug.Utilities.PhysicsComponent | |
| wasKinematic (defined in Lightbug.Utilities.PhysicsComponent) | Lightbug.Utilities.PhysicsComponent | protected |