Configuration data used both by ComputeRawMovement and the prototype-grade Move and ComputeRawSteering methods.
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float | Acceleration = 10 |
| When moving, velocity is incremented by this factor over time (used only by Move and ComputeRawSteering). More...
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bool | AirControl |
| Should player keep control when in FreeFall (used only by Move and ComputeRawSteering). More...
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float | AllowedPenetration = 0.1f |
| Helps stabilize grounded state when walking over slightly bumpy geometry. Influences collision and trigger callbacks. More...
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float | BaseJumpImpulse = 5 |
| Vertical impulse applied when Jump() is called without an overhauling impulse passed (used only by Jump()). More...
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float | Braking = 10 |
| When stopped moving, velocity is decremented by this factor over time (used only by Move and ComputeRawSteering). More...
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BumpBehavior | BumpBehavior = BumpBehavior.IgnoreOnStanding |
| NetworkCharacterController.Configuration.BumpBehavior for collisions with this Character Controller. More...
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LayerMask | LayerMask = -1 |
| Only colliders in this layermask will be considered by the movement query. More...
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float | MaxSlope = 60 |
| Horizontal velocity is clamped by this magnitude (used only by Move and ComputeRawSteering). More...
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float | MaxSlopeSpeed = 5 |
| Slope-fall velocity is clamped by this magnitude (used only by Move and ComputeRawSteering). More...
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float | MaxSpeed = 4 |
| Horizontal velocity is clamped by this magnitude (used only by Move and ComputeRawSteering). This will only be used to initialize the corresponding MaxSpeed networked property, which can be changed in runtime. More...
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float | PenetrationCorrection = 0.5f |
| How much penetration to correct each frame (used only by Move and ComputeRawSteering) More...
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QueryTriggerInteraction | TriggerInteraction = QueryTriggerInteraction.UseGlobal |
| Whereas to also compute triggers or not. More...
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Vector3 | Gravity [get, set] |
| Non-networked gravity (used only by Move and ComputeRawSteering). In case variable gravity is required, the recommendation is to implement custom Move and RawSteering methods. More...
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Configuration data used both by ComputeRawMovement and the prototype-grade Move and ComputeRawSteering methods.
◆ Acceleration
When moving, velocity is incremented by this factor over time (used only by Move and ComputeRawSteering).
◆ AirControl
Should player keep control when in FreeFall (used only by Move and ComputeRawSteering).
◆ AllowedPenetration
float AllowedPenetration = 0.1f |
Helps stabilize grounded state when walking over slightly bumpy geometry. Influences collision and trigger callbacks.
◆ BaseJumpImpulse
float BaseJumpImpulse = 5 |
Vertical impulse applied when Jump() is called without an overhauling impulse passed (used only by Jump()).
◆ Braking
When stopped moving, velocity is decremented by this factor over time (used only by Move and ComputeRawSteering).
◆ BumpBehavior
◆ LayerMask
Only colliders in this layermask will be considered by the movement query.
◆ MaxSlope
Horizontal velocity is clamped by this magnitude (used only by Move and ComputeRawSteering).
◆ MaxSlopeSpeed
Slope-fall velocity is clamped by this magnitude (used only by Move and ComputeRawSteering).
◆ MaxSpeed
Horizontal velocity is clamped by this magnitude (used only by Move and ComputeRawSteering). This will only be used to initialize the corresponding MaxSpeed networked property, which can be changed in runtime.
◆ PenetrationCorrection
float PenetrationCorrection = 0.5f |
How much penetration to correct each frame (used only by Move and ComputeRawSteering)
◆ TriggerInteraction
QueryTriggerInteraction TriggerInteraction = QueryTriggerInteraction.UseGlobal |
Whereas to also compute triggers or not.
◆ Gravity
Non-networked gravity (used only by Move and ComputeRawSteering). In case variable gravity is required, the recommendation is to implement custom Move and RawSteering methods.