Here is a list of all documented class members with links to the class documentation for each member:
- c -
- Canceled : Lightbug.CharacterControllerPro.Implementation.BoolAction
- CanceledElapsedTime : Lightbug.CharacterControllerPro.Implementation.BoolAction
- CapsuleCast() : Lightbug.Utilities.PhysicsComponent
- CastBody() : Lightbug.CharacterControllerPro.Core.CharacterCollisions
- Center : Lightbug.CharacterControllerPro.Core.CharacterActor
- CharacterActions : Lightbug.CharacterControllerPro.Implementation.CharacterBrain, Lightbug.CharacterControllerPro.Implementation.CharacterState
- CharacterActor : Lightbug.CharacterControllerPro.Implementation.CharacterState, Lightbug.CharacterControllerPro.Implementation.CharacterStateController
- CharacterBody : Lightbug.CharacterControllerPro.Core.CharacterActor
- CharacterBrain : Lightbug.CharacterControllerPro.Implementation.CharacterStateController
- CharacterCollisionInfo : Lightbug.CharacterControllerPro.Core.CharacterActor
- CharactersNumber : Lightbug.CharacterControllerPro.Core.CharacterDetector
- CharacterStateController : Lightbug.CharacterControllerPro.Implementation.CharacterState
- CheckAndInterpolateHeight() : Lightbug.CharacterControllerPro.Core.CharacterActor
- CheckAndInterpolateSize() : Lightbug.CharacterControllerPro.Core.CharacterActor
- CheckAndSetSize() : Lightbug.CharacterControllerPro.Core.CharacterActor
- CheckBodySize() : Lightbug.CharacterControllerPro.Core.CharacterCollisions
- CheckCollisionsWith() : Lightbug.Utilities.PhysicsComponent, Lightbug.Utilities.PhysicsComponent2D, Lightbug.Utilities.PhysicsComponent3D
- CheckEnterTransition() : Lightbug.CharacterControllerPro.Implementation.CharacterState
- CheckExitTransition() : Lightbug.CharacterControllerPro.Implementation.CharacterState
- CheckForGround() : Lightbug.CharacterControllerPro.Core.CharacterCollisions
- CheckForGroundRay() : Lightbug.CharacterControllerPro.Core.CharacterCollisions
- CheckOverlap() : Lightbug.CharacterControllerPro.Core.CharacterCollisions
- CheckOverlapWithLayerMask() : Lightbug.CharacterControllerPro.Core.CharacterCollisions
- CheckSize() : Lightbug.CharacterControllerPro.Core.CharacterActor
- Collider : Lightbug.Utilities.PhysicsComponent2D, Lightbug.Utilities.PhysicsComponent3D
- collider2D : Lightbug.Utilities.Contact, Lightbug.Utilities.Trigger
- collider3D : Lightbug.Utilities.Contact, Lightbug.Utilities.Trigger
- ColliderComponent : Lightbug.CharacterControllerPro.Core.CharacterActor, Lightbug.CharacterControllerPro.Core.CharacterBody
- ColliderMinBottomOffset : Lightbug.CharacterControllerPro.Core.CharacterConstants
- CollisionLayerMask : Lightbug.Utilities.PhysicsComponent
- ComputePenetration() : Lightbug.Utilities.ColliderComponent, Lightbug.Utilities.ColliderComponent2D, Lightbug.Utilities.ColliderComponent3D
- ComputePenetrationVector() : Lightbug.Utilities.ColliderComponent, Lightbug.Utilities.ColliderComponent2D, Lightbug.Utilities.ColliderComponent3D
- ConditionAttribute() : Lightbug.Utilities.ConditionAttribute
- Contacts : Lightbug.CharacterControllerPro.Core.CharacterActor, Lightbug.Utilities.PhysicsComponent
- contactSlopeAngle : Lightbug.CharacterControllerPro.Core.CollisionInfo
- CurrentState : Lightbug.CharacterControllerPro.Core.CharacterActor, Lightbug.CharacterControllerPro.Implementation.CharacterStateController
- CurrentTrigger : Lightbug.CharacterControllerPro.Core.CharacterActor