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 |