Character Controller Pro
1.4.11
A 2D/3D character controller asset for Unity.
- a -
AddExplosionForce() :
Lightbug.Utilities.RigidbodyComponent
AddForce() :
Lightbug.Utilities.RigidbodyComponent
AddTorque() :
Lightbug.Utilities.RigidbodyComponent
ApplyWeight() :
Lightbug.CharacterControllerPro.Core.CharacterActor
- b -
BoxCast() :
Lightbug.Utilities.PhysicsComponent
- c -
CapsuleCast() :
Lightbug.Utilities.PhysicsComponent
CastBody() :
Lightbug.CharacterControllerPro.Core.CharacterCollisions
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
ComputePenetration() :
Lightbug.Utilities.ColliderComponent
,
Lightbug.Utilities.ColliderComponent2D
,
Lightbug.Utilities.ColliderComponent3D
ComputePenetrationVector() :
Lightbug.Utilities.ColliderComponent
,
Lightbug.Utilities.ColliderComponent2D
,
Lightbug.Utilities.ColliderComponent3D
ConditionAttribute() :
Lightbug.Utilities.ConditionAttribute
- e -
EnqueueTransition< T >() :
Lightbug.CharacterControllerPro.Implementation.CharacterStateController
EnterBehaviour() :
Lightbug.CharacterControllerPro.Implementation.CharacterState
ExitBehaviour() :
Lightbug.CharacterControllerPro.Implementation.CharacterState
- f -
ForceGrounded() :
Lightbug.CharacterControllerPro.Core.CharacterActor
ForceNotGrounded() :
Lightbug.CharacterControllerPro.Core.CharacterActor
ForceState() :
Lightbug.CharacterControllerPro.Implementation.CharacterStateController
ForceState< T >() :
Lightbug.CharacterControllerPro.Implementation.CharacterStateController
- g -
GetBottom() :
Lightbug.CharacterControllerPro.Core.CharacterActor
GetBottomCenter() :
Lightbug.CharacterControllerPro.Core.CharacterActor
GetBottomCenterToTopCenter() :
Lightbug.CharacterControllerPro.Core.CharacterActor
GetCenter() :
Lightbug.CharacterControllerPro.Core.CharacterActor
GetCharacterInfo() :
Lightbug.CharacterControllerPro.Core.CharacterActor
GetGroundPointVelocity() :
Lightbug.CharacterControllerPro.Core.CharacterActor
GetPointVelocity() :
Lightbug.Utilities.RigidbodyComponent
,
Lightbug.Utilities.RigidbodyComponent2D
,
Lightbug.Utilities.RigidbodyComponent3D
GetState() :
Lightbug.CharacterControllerPro.Implementation.CharacterStateController
GetState< T >() :
Lightbug.CharacterControllerPro.Implementation.CharacterStateController
GetTop() :
Lightbug.CharacterControllerPro.Core.CharacterActor
GetTopCenter() :
Lightbug.CharacterControllerPro.Core.CharacterActor
- i -
IgnoreCollision() :
Lightbug.Utilities.PhysicsComponent
,
Lightbug.Utilities.PhysicsComponent2D
,
Lightbug.Utilities.PhysicsComponent3D
IgnoreLayerCollision() :
Lightbug.Utilities.PhysicsComponent
,
Lightbug.Utilities.PhysicsComponent2D
,
Lightbug.Utilities.PhysicsComponent3D
IgnoreLayerMaskCollision() :
Lightbug.Utilities.PhysicsComponent
,
Lightbug.Utilities.PhysicsComponent2D
,
Lightbug.Utilities.PhysicsComponent3D
Initialize() :
Lightbug.CharacterControllerPro.Implementation.BoolAction
InitializeActions() :
Lightbug.CharacterControllerPro.Implementation.CharacterActions
InitializeAnimation() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
Interpolate() :
Lightbug.Utilities.RigidbodyComponent
,
Lightbug.Utilities.RigidbodyComponent2D
,
Lightbug.Utilities.RigidbodyComponent3D
IsAnimatorValid() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
,
Lightbug.CharacterControllerPro.Implementation.CharacterState
- m -
Move() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
,
Lightbug.Utilities.RigidbodyComponent
MoveAndRotate() :
Lightbug.Utilities.RigidbodyComponent
- o -
OverlapBody() :
Lightbug.Utilities.ColliderComponent
,
Lightbug.Utilities.ColliderComponent2D
,
Lightbug.Utilities.ColliderComponent3D
OverlapBox() :
Lightbug.Utilities.PhysicsComponent
OverlapCapsule() :
Lightbug.Utilities.PhysicsComponent
OverlapSphere() :
Lightbug.Utilities.PhysicsComponent
- p -
PostCharacterSimulation() :
Lightbug.CharacterControllerPro.Implementation.CharacterState
PostUpdateBehaviour() :
Lightbug.CharacterControllerPro.Implementation.CharacterState
PreCharacterSimulation() :
Lightbug.CharacterControllerPro.Implementation.CharacterState
PreUpdateBehaviour() :
Lightbug.CharacterControllerPro.Implementation.CharacterState
- r -
Raycast() :
Lightbug.Utilities.PhysicsComponent
Reset() :
Lightbug.CharacterControllerPro.Core.CharacterCollisionInfo
,
Lightbug.CharacterControllerPro.Core.CollisionInfo
,
Lightbug.CharacterControllerPro.Implementation.BoolAction
,
Lightbug.CharacterControllerPro.Implementation.CharacterActions
,
Lightbug.CharacterControllerPro.Implementation.FloatAction
,
Lightbug.CharacterControllerPro.Implementation.Vector2Action
ResetGroundInfo() :
Lightbug.CharacterControllerPro.Core.CharacterCollisionInfo
ResetHeadInfo() :
Lightbug.CharacterControllerPro.Core.CharacterCollisionInfo
ResetIKWeights() :
Lightbug.CharacterControllerPro.Implementation.CharacterStateController
ResetInterpolation() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
ResetInterpolationPosition() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
ResetInterpolationRotation() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
ResetWallInfo() :
Lightbug.CharacterControllerPro.Core.CharacterCollisionInfo
Rotate() :
Lightbug.Utilities.RigidbodyComponent
RotateAround() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
RotatePitch() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
RotateRoll() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
RotateYaw() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
- s -
Set() :
Lightbug.Utilities.Trigger
SetAction() :
Lightbug.CharacterControllerPro.Implementation.CharacterBrain
SetAIBehaviour() :
Lightbug.CharacterControllerPro.Implementation.CharacterBrain
SetBodySize() :
Lightbug.CharacterControllerPro.Core.CharacterActor
SetBrainType() :
Lightbug.CharacterControllerPro.Implementation.CharacterBrain
SetData() :
Lightbug.CharacterControllerPro.Core.CollisionInfo
SetInputHandler() :
Lightbug.CharacterControllerPro.Implementation.CharacterBrain
SetPositionAndRotation() :
Lightbug.Utilities.RigidbodyComponent
SetRotation() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
SetSize() :
Lightbug.CharacterControllerPro.Core.CharacterActor
SetUpRootMotion() :
Lightbug.CharacterControllerPro.Core.CharacterActor
SetValues() :
Lightbug.CharacterControllerPro.Implementation.CharacterActions
SetYaw() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
SphereCast() :
Lightbug.Utilities.PhysicsComponent
SweepAndTeleport() :
Lightbug.CharacterControllerPro.Core.CharacterActor
- t -
Teleport() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
TurnAround() :
Lightbug.CharacterControllerPro.Core.PhysicsActor
- u -
Update() :
Lightbug.CharacterControllerPro.Implementation.BoolAction
,
Lightbug.CharacterControllerPro.Implementation.CharacterActions
,
Lightbug.Utilities.Trigger
UpdateBehaviour() :
Lightbug.CharacterControllerPro.Implementation.CharacterState
UpdateIK() :
Lightbug.CharacterControllerPro.Implementation.CharacterState
Generated by
1.9.4